Loyalty does not change when you turn the agent. You can flip them back by turning them again I believe.
Loyalty sets the difficulty of the turn mission.
Search found 42 matches
- Tue Nov 15, 2022 12:26 am
- Forum: Terra Invicta Early Access
- Topic: How can I be certain a councilor is loyal / has been turned?
- Replies: 1
- Views: 1269
- Sat Nov 12, 2022 9:45 pm
- Forum: Terra Invicta Early Access
- Topic: What is the fire rate of railguns?
- Replies: 3
- Views: 1181
Re: What is the fire rate of railguns?
Unfortunately for Coilguns it's more complex. Check out the spreadsheet I updated for weapons.. Coilguns have cooldown and then a salvo. https://www.reddit.com/r/TerraInvicta/c ... lator_and/
- Thu Nov 10, 2022 1:55 pm
- Forum: Terra Invicta Early Access
- Topic: Early ship design - best options?
- Replies: 8
- Views: 5013
Re: Early ship design - best options?
I moved (Reddit) guides to their own page in the TI wiki, Elouda's diagram is good for visualising the drive performance but you need to check the spreadsheet if the drive has serious caveats, many of them do. I understand that with recent changes you're no longer quaranteed to get any particular ni...
- Wed Nov 09, 2022 5:18 pm
- Forum: Terra Invicta Early Access
- Topic: My wishlist
- Replies: 10
- Views: 2107
Re: My wishlist
Being able to see known enemy agent stats in one table would make it easy to target someone for "retirement" at a glance.
Having a table with sortable columns for bases would be a real boon to find your MVP bases or resource sinks.
Having a table with sortable columns for bases would be a real boon to find your MVP bases or resource sinks.
- Wed Nov 09, 2022 5:13 pm
- Forum: Terra Invicta Early Access
- Topic: Early ship design - best options?
- Replies: 8
- Views: 5013
Re: Early ship design - best options?
You just need something that can gang up on a frigate or maybe a destroyer. Three monitors packed with missiles? You might need two groups of two to be able to do the pincer manoeuvre to stop xenos from retreating, though. First okay drive is Fission Spinner and that takes a while to get. You can ju...
- Wed Nov 09, 2022 5:28 am
- Forum: Terra Invicta Early Access
- Topic: Thoughts on miltech/nation investment
- Replies: 10
- Views: 3956
Re: Thoughts on miltech/nation investment
There's no unification like unification by conquest. Makes the miltech woes go away just like that. Ideally if you control executive you could just order the territorial defence guys to give up but presuming you already had much better miltech, it isn't too hard to occupy the capital region.
- Wed Nov 09, 2022 4:58 am
- Forum: Terra Invicta Early Access
- Topic: Autodesign vs PD
- Replies: 1
- Views: 760
Re: Autodesign vs PD
This is bit of a "can't you keep your mouth shut"-situation, but .. :roll: This fixation on particle PD appears to affect the xenos as well. They switch over from their effective Alien laser PD with orange lasers to Alien particle PD on new designs with violet lasers. This completely tanks...
- Wed Nov 09, 2022 1:31 am
- Forum: Terra Invicta Early Access
- Topic: Autodesign vs PD
- Replies: 1
- Views: 760
Autodesign vs PD
Here's my pet peeve with the autodesign. It will always pick particle PD, if available. If we presume the right-click chart on the lasers and particle weapons is correct, it's inferior, by a lot, to phaser PD which I also have available. I just use the autodesign as a convenient shortcut to populate...
- Sat Nov 05, 2022 6:31 pm
- Forum: Terra Invicta Early Access
- Topic: Automate the council?
- Replies: 5
- Views: 945
Re: Automate the council?
In-game solution would be to make it possible to assign agents to some kind of maintenance mission that will automagically defend interests, perform propaganda, lower unrest and so on. As long as none of your "friends" pulls a coup on your countries, there's no need to do manual assignment...
- Fri Nov 04, 2022 12:11 am
- Forum: Terra Invicta Early Access
- Topic: Belay that order (ram)
- Replies: 0
- Views: 1498
Belay that order (ram)
Currently we've got three AI manoeuvre commands, padlock, stop and ram. Out of the three, ram is questionably most useful as it will manoeuvre your ship towards the enemy of choice .. and ram it. That last part is usually not desirable, but we've got no way of cancelling a ram order once given, the ...
- Thu Nov 03, 2022 11:43 pm
- Forum: Terra Invicta Early Access
- Topic: Hoo boy space combat
- Replies: 1
- Views: 1138
Re: Hoo boy space combat
My advice? Don't manoeuvre. As you correctly point out, the UI is quite bad for manipulating even single ship's trajectories as it is, never mind fleet. Until we can click-to-select a nav point and have some kind of improved method of rotating the pips, it's better to leave things largely alone. Jus...
- Sat Oct 29, 2022 7:37 pm
- Forum: Terra Invicta Early Access
- Topic: Propaganda targets "friends"?
- Replies: 3
- Views: 928
Re: Propaganda targets "friends"?
Much better guide on hate, if somewhat obsolete.
https://www.reddit.com/r/TerraInvicta/c ... explained/
It'd be really nice if there was a "Guides" page on the wiki to collect this kind of links. Or if it was possible to add pages.
https://www.reddit.com/r/TerraInvicta/c ... explained/
It'd be really nice if there was a "Guides" page on the wiki to collect this kind of links. Or if it was possible to add pages.
- Sat Oct 29, 2022 7:23 pm
- Forum: Terra Invicta Early Access
- Topic: Propaganda targets "friends"?
- Replies: 3
- Views: 928
Re: Propaganda targets "friends"?
Hmh. Actually according to this table, propaganda doesn't generate any hate: https://steamuserimages-a.akamaihd.net/ugc/1812160437729266530/8E01F7BAAC772BE21EDD82404D3012D6B3A5E9C2/ That would explain why your "friends" are constantly spamming propaganda, if they think it's "okay"...
- Sat Oct 29, 2022 7:17 pm
- Forum: Terra Invicta Early Access
- Topic: Propaganda targets "friends"?
- Replies: 3
- Views: 928
Propaganda targets "friends"?
It seems to me they the constant propaganda spam you get seems to come mostly from factions which have okay relations (tolerance) with you? It seems that "war" curtails this but when I wasted a lot of resources to make nice with Academy, they responded by spamming propaganda on EU/US. This...
- Fri Oct 28, 2022 3:35 pm
- Forum: Terra Invicta Early Access
- Topic: Alien agents spawn without UFOs?
- Replies: 2
- Views: 803
Re: Alien agents spawn without UFOs?
Oh I'm advanced along the game, it's no problem to take out the xenos as soon as they appear. Resistance gets a project to design a bio weapon that gives you 50% assassinate chance on fully developed agent. Finding xenos is actually easy, as soon as an alien activity appears (abduction etc), there's...
- Fri Oct 28, 2022 1:36 am
- Forum: Terra Invicta Early Access
- Topic: Alien agents spawn without UFOs?
- Replies: 2
- Views: 803
Alien agents spawn without UFOs?
Alien agents seem to spawn from time to time without any alien ships crashing. I've also been hunting them so as soon as any alien activity is detected, I have people identify and exterminate. But more keep on popping up now and then.
Do these creatures hatch out of pods or something?
Do these creatures hatch out of pods or something?
- Wed Oct 26, 2022 3:57 pm
- Forum: Terra Invicta Early Access
- Topic: Space combat QOL
- Replies: 6
- Views: 1541
Re: Space combat QOL
I got better with the axis keys with some practise but yes, it's cumbersome. Selectable waypoints or UI rotation buttons that "stick" would be nice. It seems most of the time it's better not to do much, just let the ships drift in the original formation and speed, apply padlock and ram as ...
- Tue Oct 25, 2022 2:56 pm
- Forum: Terra Invicta Early Access
- Topic: Increasing turn lengths
- Replies: 3
- Views: 924
Re: Increasing turn lengths
I'm not sure removing turns would really help, then you'd have agents doing things at different times which would blow up micro, not the other way around. Increasing the turn length would be very straightforward, main thing to balance would be the experience gain, or perhaps just add some more agent...
- Tue Oct 25, 2022 1:11 pm
- Forum: Terra Invicta Early Access
- Topic: Increasing turn lengths
- Replies: 3
- Views: 924
Increasing turn lengths
One of the themes you see with TI as it is, is the whack-a-mole agent management game. This is endlessly repetitive business that's mostly taken up by defending interest and countering propaganda with side-order of investigating alien ops and burning xeno terraforming projects. In the beginning the ...
- Tue Oct 25, 2022 1:43 am
- Forum: Terra Invicta Early Access
- Topic: How does Magazine work?
- Replies: 6
- Views: 1392
Re: How does Magazine work?
Logically the magazine would kick in after combat but no idea if it's implemented like that. Of course. Now I would check the skirmish mode on my designs with magazine to see if I get more missiles, but..... I am keeping the game save loaded for as long as I am playing to avoid having to toggle pow...
- Mon Oct 24, 2022 11:45 pm
- Forum: Terra Invicta Early Access
- Topic: Terra Invicta wiki
- Replies: 1
- Views: 17519
Re: Terra Invicta wiki
Can't create new pages apparently. I was going to make one for "Other guides" as there's a bunch of Reddit guides that are not a perfect fit to the existing pages.
- Mon Oct 24, 2022 4:09 pm
- Forum: Terra Invicta Early Access
- Topic: How does Magazine work?
- Replies: 6
- Views: 1392
Re: How does Magazine work?
Logically the magazine would kick in after combat but no idea if it's implemented like that.
- Mon Oct 24, 2022 4:08 pm
- Forum: Terra Invicta Early Access
- Topic: Nuclear weapons GDP penalty?
- Replies: 9
- Views: 2045
Re: Nuclear weapons GDP penalty?
If one region of a country is nuked, the GDP completely tanks for the whole country. I had dozen xeno armies parked in Sapporo (least populated region by far) and duly nuked them. As a result Japan GDP is on par with developing Asian countries, something like $5k per capita. Or was it even less, can...
- Sun Oct 23, 2022 2:26 pm
- Forum: Terra Invicta Early Access
- Topic: Space combat QOL
- Replies: 6
- Views: 1541
Re: Space combat QOL
With regards to Perun, yes he can get the waypoints to turn the way he wants. The problem here is that you have to memorize hotkeys to make that happen, I've not been really successfull with that. I guess with a lot of practise you could in fact make clean turns like that but usually when I try it t...
- Sun Oct 23, 2022 2:10 pm
- Forum: Terra Invicta Early Access
- Topic: Space combat QOL
- Replies: 6
- Views: 1541
Re: Space combat QOL
It is the waypoint system. There is no good solution to it because the waypoints themselves are counterintuitive and anti-RTS. What I'm asking for is a different method of setting the waypoint rotation. Instead of the current method of trying to get the pointer to jump into correct direction that's...