Search found 49 matches
- Sat Dec 03, 2022 8:09 pm
- Forum: Terra Invicta Early Access
- Topic: 40% chance to unlock
- Replies: 9
- Views: 3851
Re: 40% chance to unlock
40% to ever unlock. There is a separate, hidden, chance to unlock each month if you pass the initial chance.
- Wed Nov 30, 2022 12:50 am
- Forum: Terra Invicta Early Access
- Topic: Proposed Additional Fix for Problems FAQ
- Replies: 4
- Views: 1128
Re: Proposed Additional Fix for Problems FAQ
I'm not 100% sure, but the studio drivers should be alright. The biggest differences between the two, to my knowledge, is that the game drivers are updated more frequently so they can be optimized for the latest AAA games, while the studio drivers have a slower update pace to maximize stability. TI ...
- Wed Nov 30, 2022 12:44 am
- Forum: Terra Invicta Early Access
- Topic: A new level of bu.......
- Replies: 10
- Views: 2609
Re: A new level of bu.......
I don't agree with your second post: 1. It's not true that you always win with the autoresolve while having ships equipped with missiles - try to win having 3 missile(Rattler or Viper)/Laser PD Escorts with engines not better than Advanced Pulsar(and DV in range of 9-15km/s) against an alien Dreadn...
- Mon Nov 28, 2022 11:24 pm
- Forum: Terra Invicta Early Access
- Topic: Stuck on earth-help needed
- Replies: 11
- Views: 1932
Re: Stuck on earth-help needed
If you play on difficulty normal and trigger an alien response after year 2042, you are in total war mode. The aliens will always attack your stuff. I Don't know if its possible at this point to sneak out to space somehow. Maybe try an space dock at a lagrange point. In that case, his current game ...
- Mon Nov 28, 2022 11:20 pm
- Forum: Terra Invicta Early Access
- Topic: Proposed Additional Fix for Problems FAQ
- Replies: 4
- Views: 1128
- Sun Nov 27, 2022 8:33 pm
- Forum: Terra Invicta Early Access
- Topic: My wishlist
- Replies: 10
- Views: 2160
Re: My wishlist
Base templates would be huge. I have finally gotten a save to late game this week, and managing hab construction is really starting to drag. I have begun to leave MC unused just because I am already winning and building additional habs is boring. (The Aliens keep sending all their dreadnoughts to Ce...
- Sun Nov 27, 2022 7:24 pm
- Forum: Terra Invicta Early Access
- Topic: Proposal: Separate Hate Meter for Total Fleet Power
- Replies: 5
- Views: 1167
Re: Proposal: Separate Hate Meter for Total Fleet Power
Most of this is already covered by in game mechanics. I am guessing you just might not have come across them yet. Ships cost Mission Control, as do major research hubs. Both are major drivers for alien hate. There are also technologies and faction modifiers which play into this. But I leave you to ...
- Sat Nov 26, 2022 9:26 pm
- Forum: Terra Invicta Early Access
- Topic: My wishlist
- Replies: 10
- Views: 2160
Re: My wishlist
My biggest wishlist items would be 1. More intelligent aliens. 1a. The aliens do a poor job of scaling their number of hab sites. In my current game, they have maintained a single mine on Io for over a decade, even once I took the war hot and starting out producing them. 1b. The aliens don't scale s...
- Sat Nov 26, 2022 6:34 pm
- Forum: Terra Invicta Early Access
- Topic: Some Early Access Feedback
- Replies: 4
- Views: 956
Re: Some Early Access Feedback
Weapon ranges displayed as a sphere is nice but useless. Especially when I have to move the camera out of the sphere to see where the range ends. Can we get an option to display it as a 2d circle? I think it just needs a wireframe at the border of the sphere to make is easier to see. Also, regardin...
- Sat Nov 26, 2022 6:31 pm
- Forum: Terra Invicta Early Access
- Topic: Proposal: Separate Hate Meter for Total Fleet Power
- Replies: 5
- Views: 1167
Proposal: Separate Hate Meter for Total Fleet Power
Currently, it is fairly easy, particularly on normal, to place a dozen dreadnoughts in strategic locations before "going hot" against the aliens. I propose that mechanic be added where the aliens notice fleets/ships above a certain combat power and target them for destruction. Your initial...
- Sat Nov 26, 2022 6:23 pm
- Forum: Terra Invicta Early Access
- Topic: Stuck on earth-help needed
- Replies: 11
- Views: 1932
Re: Stuck on earth-help needed
If you play on difficulty normal and trigger an alien response after year 2042, you are in total war mode. The aliens will always attack your stuff. I Don't know if its possible at this point to sneak out to space somehow. Maybe try an space dock at a lagrange point. In that case, his current game ...
- Sat Nov 26, 2022 6:18 pm
- Forum: Terra Invicta Early Access
- Topic: Nerfing Research further
- Replies: 15
- Views: 3544
Re: Nerfing Research further
It is just insane that fussion power plants are so weak, compared to solar on Mercury. It doesn`t matter if AI will or will not contest Mercury. Build everything clustered there is by far the most MC efficient strategy, in particular because mid-late game reactors are so bad compared to Mercury sol...
- Sat Nov 26, 2022 2:36 am
- Forum: Terra Invicta Early Access
- Topic: Stuck on earth-help needed
- Replies: 11
- Views: 1932
Re: Stuck on earth-help needed
The ayys lose some hate every time they kill one of your habs. Try stopping you attacks on their agents on earth and using boost to fill LEO with T1 stations. The ayys will destroy them, and each time you will lose a little hate. (This may not work if they have already declared "total war"...
- Fri Nov 25, 2022 6:13 pm
- Forum: Terra Invicta Early Access
- Topic: Nerfing Research further
- Replies: 15
- Views: 3544
Re: Nerfing Research further
To clarify the patch note: I've seeing lots of saves where players have built up Mercury Dyson with the scads of Research Campuses and being entirely unconstrained in research. We certainly intend to make the AI contest Mercury more but in the meantime trying to rein in the growth curve. Well, mayb...
- Fri Nov 25, 2022 6:07 pm
- Forum: Terra Invicta Early Access
- Topic: Late Game Tedium
- Replies: 5
- Views: 1263
Re: Late Game Tedium
I have been playing a game with 1 month turns starting in 2033, with defend interests scaling to compensate. Overall, the reduced turn frequency does help substantially with shifting the focus to the space game. The adjusted (to 1 year after the first slowdown, and 2 years after the second) DI actio...
- Fri Nov 25, 2022 5:57 pm
- Forum: Terra Invicta Early Access
- Topic: Proposed Additional Fix for Problems FAQ
- Replies: 4
- Views: 1128
Proposed Additional Fix for Problems FAQ
I propose an additional entry be added to the "problems playing TI" FAQ. It's technically just the process of selecting the correct performance settings, but may not be obvious because performance will seem good for the first few years of gameplay, and CPU/GPU load will actually drop when ...
- Fri Nov 25, 2022 5:49 pm
- Forum: Terra Invicta Early Access
- Topic: Stable Branch Releases
- Replies: 0
- Views: 3142
Stable Branch Releases
Is there a set release frequency for when validation is promoted to the "stable" release on steam/gog? I see patch notes coming out for validation/beta branches, but I am not clear on when those changes will be considered production ready.
- Thu Nov 24, 2022 4:39 pm
- Forum: Terra Invicta Early Access
- Topic: Nerfing Research further
- Replies: 15
- Views: 3544
Re: Nerfing Research further
If you are able to defend 800 MC from the aliens, then having a lot of research seems fine. The main issue, in my opinion, was the ability to get huge amounts of research *before* needing to fight the aliens. MC isn't a huge cost in the lategame, but in early-mid game it is a limiter while you prepa...
- Wed Nov 23, 2022 11:50 pm
- Forum: Terra Invicta Early Access
- Topic: Nerfing Research further
- Replies: 15
- Views: 3544
Re: Nerfing Research further
"Nerfed Research Campus, costs an MC now and has 200 crew. we will designate a hate zone somewhere for this change, but producing 1000/research a day in the mid-30s is far too much" This is a good start, but I'd have Research add to alien Hate as well. If Humanity building spaceships, min...
- Sun Nov 20, 2022 7:33 pm
- Forum: Terra Invicta Early Access
- Topic: News and Notifications
- Replies: 6
- Views: 1089
Re: News and Notifications
Is there a manual somewhere documenting all the various shortcut keys?
- Fri Nov 18, 2022 10:28 pm
- Forum: Terra Invicta Early Access
- Topic: News and Notifications
- Replies: 6
- Views: 1089
Re: News and Notifications
A better notification system would make a big difference. I lose track of stuff constantly because the flood of notifications is impossible to follow on high speeds. Ideally, it would be possible for the user to configure which messages auto-pause, which pop-up, etc.
- Fri Nov 18, 2022 10:26 pm
- Forum: Terra Invicta Early Access
- Topic: Nukes disappear
- Replies: 3
- Views: 841
Re: Nukes disappear
IIRC, you only get the nukes if you already had a nuclear program. So, the EU taking Russia should get their nukes because France starts with 3. But, SK taking NK wouldn't get a nuke because they have 0 to begin.
- Fri Nov 18, 2022 10:25 pm
- Forum: Terra Invicta Early Access
- Topic: Late Game Tedium
- Replies: 5
- Views: 1263
Re: Late Game Tedium
If you have 1 phase a month, so do the enemy councilors. You would still be doing the same routine, just at half the frequency. As for Defend Interests, it could be modified to scale the duration based on the phase length, like unrest and stabilize missions already do. I assumed this was already the...
- Thu Nov 17, 2022 11:20 pm
- Forum: Terra Invicta Early Access
- Topic: Late Game Tedium
- Replies: 5
- Views: 1263
Late Game Tedium
I have found the early game to be very engaging, and the space RTS in the later game is also quite funny. Unfortunately, the late game requires me to pause my space activities twice a month to engage in councilor busy-work. (Occasionally, I will attempt to grab a new country, but at this stage I am ...