Search found 24 matches
- Thu Oct 27, 2022 3:27 am
- Forum: Terra Invicta Early Access
- Topic: Aliens destroying Protectorate orbital habs
- Replies: 2
- Views: 895
Re: Aliens destroying Protectorate orbital habs
As a test, I built a new station in the Low Earth Orbit 2, at an Orbital size ... and before it was even finished it was destroyed. All it had was the Orbital core and two solar panels. As a test, I just built Platforms at all available orbital distances. The aliens proceeded to destroy all of them....
- Thu Oct 27, 2022 3:14 am
- Forum: Terra Invicta Early Access
- Topic: Protectorate Issue
- Replies: 1
- Views: 777
Re: Protectorate Issue
I just did a Full Search of the Tech Tree from the Research and Development menu ... and you need Arrival Culture, Networked Global Defense, and Trans-Interface Warfare as requirements for the Sentinel Complex faction project (so research those three, then research this one, then build it I guess?)
- Thu Oct 27, 2022 3:09 am
- Forum: Terra Invicta Early Access
- Topic: Aliens destroying Protectorate orbital habs
- Replies: 2
- Views: 895
Aliens destroying Protectorate orbital habs
I'm playing as the Protectorate and I've gotten to the end game (so I've developed 'Coexistence Pact'). Immediately an alien vessel was reported heading towards one of my orbitals ... then destroyed it. They then proceeded to do the same to the rest. How can I build, let alone use the Sentinels to u...
- Thu Oct 13, 2022 1:53 am
- Forum: Terra Invicta Early Access
- Topic: Frustrated unification - Poland into Eurasian Union stymied suddenly
- Replies: 4
- Views: 1601
Re: Frustrated unification - Poland into Eurasian Union stymied suddenly
This appears to be another example of the UI not telling us the information we want to know on the screen that we think we should be able to see it on. More specifically, it's not telling us the specific reason why this or that can or cannot happen ... or why this or that is going in the direction t...
- Thu Oct 13, 2022 1:43 am
- Forum: Terra Invicta Early Access
- Topic: Aggresive Exodus
- Replies: 3
- Views: 1034
Re: Aggresive Exodus
I haven't had a specific problem with Exodus being overly aggressive, but they might be focusing on their priority ... on a meta level, they shouldn't care about the Earth, their goal is to get off of it as quickly as possible, so they should be going after nations with high Boost or the nations wit...
- Thu Oct 13, 2022 1:37 am
- Forum: Terra Invicta Early Access
- Topic: Federations / unification requires clarity
- Replies: 8
- Views: 8331
Re: Federations / unification requires clarity
You misunderstood. The point was that you unify them a few at a time. You even said it yourself: you can't be everywhere at once. Hence, isn't the logical conclusion to unite a few (~2) at a time? Specifically, those you are not actively uniting, you should not worry about losing control over. (In ...
- Wed Oct 12, 2022 2:00 am
- Forum: Terra Invicta Early Access
- Topic: Federations / unification requires clarity
- Replies: 8
- Views: 8331
Re: Federations / unification requires clarity
First it takes a long time to get together (22 nations?) and if another faction happens to completely control one before you do, they'll likely first drop the alliance with the other EU nations and then leave the Federation, which adds YEARS to the time needed to get them back in the fold (on top o...
- Tue Oct 11, 2022 6:52 am
- Forum: Terra Invicta Early Access
- Topic: [Tweek/Fix] Don't end tactical combat until weapons have struck their targets
- Replies: 1
- Views: 688
Re: [Tweek/Fix] Don't end tactical combat until weapons have struck their targets
It should be relatively straightforward for the system to recognize that there are objects 'still in motion' and run the clock until all that remains are 'controlled' units (that is, under the control of an agent, either the player or the AI). (I've not gotten to the point where I can actually have ...
- Tue Oct 11, 2022 6:44 am
- Forum: Terra Invicta Early Access
- Topic: Federations / unification requires clarity
- Replies: 8
- Views: 8331
Re: Federations / unification requires clarity
The place to view conditions for diplomatic actions are in the relation setting screen. On the side where you toggle between ally and normal, you will see the conditions for federation and unification. On the side where you toggle rival and normal, you will see the conditions for war. That worked ....
- Tue Oct 11, 2022 1:31 am
- Forum: Terra Invicta Early Access
- Topic: Federations / unification requires clarity
- Replies: 8
- Views: 8331
Federations / unification requires clarity
So I just started a new game as I've heard that playing as the EU is great, because you start in a Federation and can thus easily unify the various nations. First ... I couldn't tell which nation was the lead nation of the Federation. Say I select Germany. If I hover over the EU icon or name in the ...
- Tue Oct 04, 2022 11:14 pm
- Forum: Terra Invicta Early Access
- Topic: my 2 cents after 60 hours
- Replies: 1
- Views: 934
Re: my 2 cents after 60 hours
3c) the councilor thing becomes very boring in the late game. it is whack a mole non-stop. every turn enemy tries to steal your technology, sabotage your boost or mission control, turn your space ship or even worse to assassinate your scientist. and you have 5 agents stopping 25 enemies with no way...
- Fri Sep 30, 2022 8:33 pm
- Forum: Terra Invicta Early Access
- Topic: Crash report?
- Replies: 1
- Views: 1233
Crash report?
I've had the game crash out from under me a few times, sometimes because I thought I was doing something when it was trying to save (open a menu, close a menu, that sort of thing) ... but I've also had it crash out from under me when I was just waiting for the next cycle of councilor deployments to ...
- Fri Sep 30, 2022 8:15 pm
- Forum: Terra Invicta Early Access
- Topic: Please make some kind of manual
- Replies: 5
- Views: 1785
Re: Please make some kind of manual
Set up a skirmish battle with the ships you want from the main menu, and then check tutorial. It will explain everything and you don't even have to go into the campaign. That kind of testing / prototyping of strategies based on the ships / techs you have in game against the kinds of ships you've ob...
- Fri Sep 30, 2022 8:12 pm
- Forum: Terra Invicta Early Access
- Topic: Ships keeps defecting to the Protectorate
- Replies: 9
- Views: 2468
Re: Ships keeps defecting to the Protectorate
I just had a station yanked from under me by by the Servants ... and while I get a popup that says that my now on orbit 'councilor cannot undertake this mission ... may be invalidated for many reasons, including:' ... but it doesn't say exactly why or which of these many reasons. I suspect that it w...
- Thu Sep 29, 2022 7:54 pm
- Forum: Terra Invicta Early Access
- Topic: After some 16 hours playing, my observations
- Replies: 3
- Views: 1476
Re: After some 16 hours playing, my observations
I agree with your points and have a bunch more to add. I'm at 25 hours played: Initial warning about 'insufficient capabilities' ... seems to only crash when the Anti-Aliasing is higher than 0. No option to make armies attacking xenoforms a Permenant option (instead of just Repeat, of course stoppin...
- Thu Sep 29, 2022 7:44 pm
- Forum: Terra Invicta Early Access
- Topic: Ship guide?
- Replies: 4
- Views: 1812
Re: Ship guide?
For most drives you have to have at least 10 Propellant Tanks, often considerably more, to bring the Delta V up to at least 5 (ideally 10 for anything outside of the Earth-Moon system). I'm at 2032, and the basic Autodesign for a Gunship Transport gives me 31 Propellant tanks on a x6 VASIMR Drive .....
- Thu Sep 29, 2022 7:06 pm
- Forum: Terra Invicta Early Access
- Topic: Take a scalpel to this game
- Replies: 20
- Views: 6341
Re: Take a scalpel to this game
The cheapest possible escort with the cheapest possible parts would take *almost a decade's worth* of Boost to complete (~380 or so, my current boost/month is +3.3). And then 90 days to "assemble" or whatever. I can't be alone in seeing this is wrong, right? This is the game's unspoken wa...
- Thu Sep 29, 2022 7:01 pm
- Forum: Terra Invicta Early Access
- Topic: AI Councilors Cheating...
- Replies: 7
- Views: 3036
Re: AI Councilors Cheating...
There are special powers in the game that affect politics on Earth. They have to be earned by the AI, and they do get used sometimes. Those face die rolls too, and you can discover what those powers are and how to counter them. I hope that they can be earned by the player as well as the AI. *** Pla...
- Thu Sep 29, 2022 3:46 am
- Forum: Terra Invicta Early Access
- Topic: Ships keeps defecting to the Protectorate
- Replies: 9
- Views: 2468
Re: Ships keeps defecting to the Protectorate
What I suspect is happening is that that particular opponent (in this case the Protectorate) has a guy on orbit who is using the Control Space Asset mission (I think that's what it's called). It's a relatively rare? mission ability and it can be used against other assets like space stations or bases...
- Thu Sep 29, 2022 12:45 am
- Forum: Terra Invicta Early Access
- Topic: My 2 cents on first hours of gameplay (and beyond)
- Replies: 1
- Views: 1789
Re: My 2 cents on first hours of gameplay (and beyond)
A nit that has been bugging me now that I'm past the tutorial and restarting often to see how the early game of different factions plays out, is the Objectives window and its associated popups. They can get a bit intrusive and act like a tutorial you can't turn off. I think a part of my turn off fo...
- Thu Sep 29, 2022 12:40 am
- Forum: Terra Invicta Early Access
- Topic: Take a scalpel to this game
- Replies: 20
- Views: 6341
Re: Take a scalpel to this game
Research needs to be... tied together better. It balloons into width too much too fast (current options for my own projects is three whole screens of scrolling, and my research is actually really good, and at least 60%+ selfish). Prerequisites and chains, instead of vaguely connected puddles that l...
- Thu Sep 29, 2022 12:26 am
- Forum: Terra Invicta Early Access
- Topic: AI Councilors Cheating...
- Replies: 7
- Views: 3036
Re: AI Councilors Cheating...
While I wasn't aware of the AI having super human ability (CHEAT MODE ENABLED!), I do find the constant game of whack a mole irritating. I have 5 councilors, so 5 things (part of the action economy) that I can significantly do around the world. 1 is assigned to my most prosperous nation to constantl...
- Wed Sep 28, 2022 12:34 am
- Forum: Terra Invicta Early Access
- Topic: Any implementation of airpower?
- Replies: 3
- Views: 1226
Re: Any implementation of airpower?
Between your councilors? having a special ability to attack alien growths (a fast but 'expensive' (it doesn't cost anything but something from the 'action economy' of having one action per councilor and a limited number of councilors) method that can have widely ranging success rates) ... and sendin...
- Tue Sep 27, 2022 9:20 pm
- Forum: Terra Invicta Early Access
- Topic: Where does one submit bug reports / general feedback
- Replies: 2
- Views: 1125
Where does one submit bug reports / general feedback
Good day! I couldn't easily find where one should submit either: - Specific bug reports with a desired format (like include save files, system info, format of bug report, etc.) - General feedback (perhaps with a page or stickied thread for suggestions (with links to the original post? Perhaps anothe...