Search found 98 matches
- Fri Jun 02, 2023 11:04 am
- Forum: Terra Invicta Early Access
- Topic: Weird Standoff
- Replies: 2
- Views: 1108
Re: Weird Standoff
Seen the same ... occasionally the Aays will offer to withdraw from a station assault right at the ourset of the battle even though they have overwhelming superiority.
- Tue May 30, 2023 8:28 am
- Forum: Terra Invicta Early Access
- Topic: Loving the changes
- Replies: 8
- Views: 11712
Re: Loving the changes
Yeah it kind of feels that teching up is more progressive, and its easy to dig yourself into a hole or trap where you have over invested in either ship building or teching up. This makes the whole campaign a lot more progressive. But eventually you still reach a point where victory is assured and it...
- Mon May 29, 2023 6:29 am
- Forum: Terra Invicta Early Access
- Topic: Loving the changes
- Replies: 8
- Views: 11712
Loving the changes
Took a few months break from the game to try out other things. Man the game has changed a lot. Loving the changes. Started a resistance campaign a week ago and I am sucking at it. ๐๐๐ Specifically love the army movement changes, the balancing of resource costs, and the alien combat AI seems to be so...
- Wed Dec 21, 2022 1:40 pm
- Forum: Terra Invicta Early Access
- Topic: Critique of Mid-to-Late Game Progression, by SillySMS
- Replies: 22
- Views: 10274
Re: Critique of Mid-to-Late Game Progression, by SillySMS
I've finished a campaign on release and on validation version. The MC changes to unis do slow things down, but not by that much. Even avoiding command centre use entirely in my last game, the progression was pretty much as laid out in your charts. It just takes a bit longer to build the MC earth-sid...
- Mon Dec 19, 2022 9:25 pm
- Forum: Terra Invicta Early Access
- Topic: [Suggestion] comprehensive rework of mission system
- Replies: 2
- Views: 1125
[Suggestion] comprehensive rework of mission system
I hate to do this, and understand if ideas like this are a bridge too far at this stage of development. But putting it out here anyway. I hate the 2 week mission cycle. Changing it to 1 week or 1 month will not help. Its tedious. And for large stretches of the game feels like unnecessary busy work, ...
- Mon Dec 19, 2022 8:00 pm
- Forum: Terra Invicta Early Access
- Topic: [0.3.45] Base Assault - From one extreme to another .... ?
- Replies: 37
- Views: 20402
Re: [0.3.45] Base Assault - From one extreme to another .... ?
I finally found a use for those expensive end game torch drives. I built a couple of dedicated super fast frigates, to transport two of my councillors around to wherever I've blocked alien mines with marines, and use the councillor mission to destroy the alien bases. Three weeks from Earth to the ku...
- Sun Dec 18, 2022 7:02 am
- Forum: Terra Invicta Early Access
- Topic: [0.3.45] Base Assault - From one extreme to another .... ?
- Replies: 37
- Views: 20402
Re: [0.3.45] Base Assault - From one extreme to another .... ?
I experimented with multiple dreads having 100/30/30 armor and they still melted in the face of the first shots. No. Base bombardment is not worth it. I haven't yet found a good strat.
Won't have much chance to play today, so will leave the experimentation for now.
Won't have much chance to play today, so will leave the experimentation for now.
- Sun Dec 18, 2022 6:59 am
- Forum: Terra Invicta Early Access
- Topic: [0.3.45] Base Assault - From one extreme to another .... ?
- Replies: 37
- Views: 20402
Re: [0.3.45] Base Assault - From one extreme to another .... ?
Yes. Can't imagine that sacrific8ng a councillornfor this for months at a time is the way to go.
- Sat Dec 17, 2022 9:38 pm
- Forum: Terra Invicta Early Access
- Topic: Terra Invicta Roadmap for EA and beyond
- Replies: 16
- Views: 54240
Re: Terra Invicta Roadmap for EA and beyond
Thank you for the detailed response. The point would not be to do a mid transit intercept as such, but to remind the player to reposition ships to the intended target (and defend it). Sorry for explaining it badly. Regardless I am happy that you are considering ways to address this. Even an enhancem...
- Sat Dec 17, 2022 3:25 pm
- Forum: Terra Invicta Early Access
- Topic: Terra Invicta Roadmap for EA and beyond
- Replies: 16
- Views: 54240
Re: Terra Invicta Roadmap for EA and beyond
Some general stuff that would make the game less tedious would be ... - open ended councilor missions, such as economic improvement, welfare programs, education drives where you dont have to re assign missions every two weeks. Some automation around public campaigns, unrest, defend interests would b...
- Sat Dec 17, 2022 12:57 pm
- Forum: Terra Invicta Early Access
- Topic: [0.3.45] Base Assault - From one extreme to another .... ?
- Replies: 37
- Views: 20402
Re: [0.3.45] Base Assault - From one extreme to another .... ?
- Drop assaults on bases with active defensive weapon modules are no longer allowed - Improve performance during bombardment counterfire target selection So okay, Marines are pretty useless now. Cant do a base assault. Bombarding a base with a fleet of heavily armored dreads and lancers was a suici...
- Sat Dec 17, 2022 11:21 am
- Forum: Terra Invicta Early Access
- Topic: [0.3.45] Base Assault - From one extreme to another .... ?
- Replies: 37
- Views: 20402
[0.3.45] Re: Base Assault - From one extreme to another .... ?
Also, One of my ring stations just got subjected to an overwhelming missile barrage, and I thought all was lost, but the missiles went right through the defending battlestations without doing damage. Will email the combatsave in separately so you can see. (I will take the win. Please provide a head ...
- Sat Dec 17, 2022 9:30 am
- Forum: Terra Invicta Early Access
- Topic: [0.3.45] Base Assault - From one extreme to another .... ?
- Replies: 37
- Views: 20402
[0.3.45] Base Assault - From one extreme to another .... ?
- Drop assaults on bases with active defensive weapon modules are no longer allowed - Improve performance during bombardment counterfire target selection So okay, Marines are pretty useless now. Cant do a base assault. Bombarding a base with a fleet of heavily armored dreads and lancers was a suici...
- Fri Dec 16, 2022 3:50 pm
- Forum: Terra Invicta Early Access
- Topic: QoL Request: Setting to Disable Automatic Zoom to Selected
- Replies: 5
- Views: 1496
Re: QoL Request: Setting to Disable Automatic Zoom to Selected
Perhaps they should be on the permanent Train mission ;) If your councillor is on a ship being transported to [redacted] you literally cannot assign them a mission but the autozoom will still lock onto them and zoom there and prompt you about not having assigned a mission. Would be nice if you coul...
- Thu Dec 15, 2022 5:13 pm
- Forum: Terra Invicta Early Access
- Topic: New GOG version.
- Replies: 6
- Views: 1987
Re: New GOG version.
Yup. There are some classics that you can get nowhere else.
- Wed Dec 14, 2022 5:09 pm
- Forum: Terra Invicta Early Access
- Topic: New GOG version.
- Replies: 6
- Views: 1987
- Fri Dec 09, 2022 5:52 am
- Forum: Terra Invicta Early Access
- Topic: How do Monthly Incomes work?
- Replies: 5
- Views: 1551
Re: How do Monthly Incomes work?
It's worthwhile to keep a few of these in your unassigned pool in case you lose MC for some reason. But if you have lots of surplus MC then it's superfluous.
- Thu Dec 08, 2022 11:42 am
- Forum: Terra Invicta Early Access
- Topic: What`s with late game joke drives(torches)?
- Replies: 16
- Views: 6518
Re: What`s with late game joke drives(torches)?
I have sent 10 DNs with 100 frontal armor against alien battlestation. Some of the time I was losing one of them in the fight and two or three took some beating. That's why I upgraded to 150 frontal armor Titans. No losses, not even damage to internal components. So I DID test it and 60 armor is ju...
- Thu Dec 08, 2022 6:03 am
- Forum: Terra Invicta Early Access
- Topic: What`s with late game joke drives(torches)?
- Replies: 16
- Views: 6518
Re: What`s with late game joke drives(torches)?
The lategame drives are pretty useless. They fill no required niche in game. For 1 titan equipped with a torch or firefly you could build 5 to 7 dreadnoughts or Lancers with 60 to 70 armor and take out an alien station and its defending fleet with no losses. Having 4mg cruise acceleration is fine. T...
- Wed Dec 07, 2022 5:25 am
- Forum: Terra Invicta Early Access
- Topic: 40% chance to unlock
- Replies: 9
- Views: 3898
Re: 40% chance to unlock
I looked at the code, and it works like so. Each project has an initial chance to unlock for further consideration. If you fail this chance, you are out of luck. Your chances are equal to the displayed percentage, plus the 10% Autonomous Research Group bonus (if you have it), plus the average % con...
- Tue Dec 06, 2022 2:14 pm
- Forum: Terra Invicta Early Access
- Topic: How do Monthly Incomes work?
- Replies: 5
- Views: 1551
Re: How do Monthly Incomes work?
The 'per month' is the misleading part. My understanding is it's 3MC. Just that.
- Sun Dec 04, 2022 12:12 pm
- Forum: Terra Invicta Early Access
- Topic: I suck so bad at this game ...
- Replies: 2
- Views: 1079
Re: I suck so bad at this game ...
Holy crap .. this took me three full weekends. And several evenings during the week. Victory_HF.png I made so many mistakes, there are so many traps in the game ... hate, engines, techs, economies, resources .... i went bankrupt so many times (stupid drives all have catches built into them). But I p...
- Sat Dec 03, 2022 9:35 pm
- Forum: Terra Invicta Early Access
- Topic: Suggestion: Councilor Automation
- Replies: 2
- Views: 958
Re: Suggestion: Councilor Automation
The simplest would be that 'advise' gets expanded to include automatic protect interests and public opinion bonus. Then you could assign a councillor to a nation and largely forget about it. Alternately you could have a mission for 'general protection' which has an agent do protect interests > publi...
- Sat Dec 03, 2022 9:20 pm
- Forum: Terra Invicta Early Access
- Topic: Is there some way to double-check what difficulty you are on?
- Replies: 2
- Views: 1291
Re: Is there some way to double-check what difficulty you are on?
The Ayys usually (not always) peg me back big time if I colonize Jupiter too soon regardless of MC or difficulty level.
- Thu Dec 01, 2022 6:30 pm
- Forum: Terra Invicta Early Access
- Topic: Gameplay suggestion: Resource market changes + logistics hubs
- Replies: 8
- Views: 1758
Re: Gameplay suggestion: Resource market changes + logistics hubs
Not sure I followed all the above. Some good ideas, but some concepts also vague. Probably one of the main detractions from immersion for me is the abstraction of resources. On the other hand, having physical resource piles would add a massive complication to the game. This is one of the attractions...