Search found 109 matches

by PAwleus
Mon May 29, 2023 11:48 am
Forum: Terra Invicta Early Access
Topic: Loving the changes
Replies: 8
Views: 10272

Re: Loving the changes

On my part, I specifically love group orders during combat and such long awaited changes as recent: First Pass Formation Update - You may now set your fleet's formation in the combat layer at combat start, so you can see where various ships will go. - Added Formation Controls for placing in front or...
by PAwleus
Thu May 25, 2023 12:35 pm
Forum: Terra Invicta Early Access
Topic: Can the human AI fight in space?
Replies: 2
Views: 2472

Re: Can the human AI fight in space?

My experience is limited here because I was usually able to deny human AI factions all good mining sites (this was one of reasons I proposed changes to the game aiming to prevent them being resource-starved starting in this post ) resulting in such situations as in my game that ended on 0.3.76 when ...
by PAwleus
Thu May 18, 2023 11:22 am
Forum: Terra Invicta Early Access
Topic: Stopping ship operations
Replies: 0
Views: 21672

Stopping ship operations

We have in the changelog to 0.3.81: "Fix epic duration ISRU times. Added a 90-day cap for ISRU operations. Ships will partially refuel if they'd take longer, then you can decide whether to do it again" - wouldn't it be better to also allow players to stop the ISRU operation with partial re...
by PAwleus
Fri May 12, 2023 7:21 am
Forum: Terra Invicta Early Access
Topic: Improving rivalry
Replies: 4
Views: 2977

Re: Improving rivalry

I agree that making a Rival shouldn't allow for declaring war immediately. I don't see anything wrong, however, with automatically removing Rivalry after conquest and regime change.
by PAwleus
Fri May 12, 2023 6:29 am
Forum: Terra Invicta Early Access
Topic: Does this make sense? (AI mining site preference)
Replies: 14
Views: 4896

Re: Does this make sense? (AI mining site preference)

Your Mars is amazing in every resource even taking under consideration the mining bonus but a site with even close to 1138 Base Metals I haven't seen in my last game with 342% mining bonus in the whole Solar System. Now, I understand why you think such Lunar sites are a waste.
by PAwleus
Thu May 11, 2023 1:52 pm
Forum: Terra Invicta Early Access
Topic: Does this make sense? (AI mining site preference)
Replies: 14
Views: 4896

Re: Does this make sense? (AI mining site preference)

I do have fully decked T3 stations on surface of Mercury, and 3 T3 stations around it, mostly shipyard and 6 supercoliders in total. That said, I don't strictly speaking need those, as I'm positive on money from space hotels and other sources like funding. Started total war around 2036-2037 or so, ...
by PAwleus
Thu May 11, 2023 9:59 am
Forum: Terra Invicta Early Access
Topic: Does this make sense? (AI mining site preference)
Replies: 14
Views: 4896

Re: Does this make sense? (AI mining site preference)

In process of finishing game under 0.7.8, didn't feel any particular issue with base metals. In fact, started total war with ~130k base metals in the bag. As usual volatiles and rare metals are the bottle neck. I assume playing whack a mole on Mercury is painful, but I managed to completely avoid i...
by PAwleus
Wed May 10, 2023 6:34 am
Forum: Terra Invicta Early Access
Topic: Does this make sense? (AI mining site preference)
Replies: 14
Views: 4896

Re: Does this make sense? (AI mining site preference)

In a generic case of getting all of resources - their choice seem to make sense. In a human understanding that moon is at best a source of fissles or a waste of MC/boost - it doesn't. In a human understanding I would guess you haven't played the game for quite a long time - you currently need every...
by PAwleus
Tue May 09, 2023 6:57 am
Forum: Terra Invicta Early Access
Topic: Does this make sense? (AI mining site preference)
Replies: 14
Views: 4896

Re: Does this make sense? (AI mining site preference)

Does this make sense to anyone who has played the game more than I, or did the AI pick bad initial moon sites? Looks like they plan to heavily invest in radioactive sites :) Still, my first 3 picks would be clear: Shackleton Crater, Mare Tranquillitatis and Peary Crater. There is a random element i...
by PAwleus
Wed Apr 19, 2023 8:32 am
Forum: Terra Invicta Early Access
Topic: Why are cruise/combat accel. ratios different?
Replies: 10
Views: 3517

Re: Why are cruise/combat accel. ratios different?

How did I get Zeta Boron without Terawatt Fusion? Well, you see, I had no idea what I was doing, was rushing zeta boron drive very, very hard, and it turns out that Terawatt Fusion is a requirement for Z-Pinch Power Plant 3 but not for Z-Pinch 2 or Zeta Boron drive. What version of the game you are...
by PAwleus
Tue Apr 18, 2023 7:24 am
Forum: Terra Invicta Early Access
Topic: Why are cruise/combat accel. ratios different?
Replies: 10
Views: 3517

Re: Why are cruise/combat accel. ratios different?

How did you get to Zeta Boron without Terawatt Fusion Reactors? Anyway, in such a situation you need to build even smaller ships (at some point Corvette is becoming a new escort for me, built in large numbers, and you are probably already at this point) because your Destroyers look to me like much l...
by PAwleus
Mon Apr 17, 2023 10:02 am
Forum: Terra Invicta Early Access
Topic: Why are cruise/combat accel. ratios different?
Replies: 10
Views: 3517

Re: Why are cruise/combat accel. ratios different?

I would suggest building smaller ships - up to Destroyers with Zeta Boron you can have highly maneuverable ships with 4g combat acceleration, 1200- 1500km/s DV while decently armored and being able to chase alien fleets with very small propellant expenditure. Edit: eg. My 20Corvette/5Destroyer Zeta ...
by PAwleus
Thu Apr 06, 2023 10:20 am
Forum: Terra Invicta Early Access
Topic: Players need more feedback
Replies: 4
Views: 3460

Re: Players need more feedback

After a few month of transfer i have my fleet hanging around a hostile station in extreme Mars orbit, a station which i really need to take to repair and resupply, and i can't give the order to assault and i don't know why. I brought my troop carriers with elite space marines and a councillor with ...
by PAwleus
Mon Mar 27, 2023 11:54 pm
Forum: Terra Invicta Early Access
Topic: Critique of Mid-to-Late Game Progression, by SillySMS
Replies: 22
Views: 9484

Re: Critique of Mid-to-Late Game Progression, by SillySMS

Perhaps it will be good to emphasize above points by showing end results of a campaign based on ignoring the Alien Hate and developing as fast as possible (Brutal Exodus main map game started on 0.3.26 and played on almost every validation version up to 0.3.76 - good to remember that my strategy was...
by PAwleus
Fri Mar 24, 2023 5:34 pm
Forum: Terra Invicta Early Access
Topic: Frustration with nose weapons
Replies: 1
Views: 1795

Re: Frustration with nose weapons

Currently, you can only dodge by using main engines. However, as you could see in this thread from the very same page, current thrusters are powerful enough for dodging even in case of quite heavy ships.
by PAwleus
Fri Mar 24, 2023 12:13 pm
Forum: Terra Invicta Early Access
Topic: [0.3.45] Base Assault - From one extreme to another .... ?
Replies: 37
Views: 19051

Re: [0.3.45] Base Assault - From one extreme to another .... ?

I haven't seen such a spreadsheet but it's very simple to count and @rookie.one explained above how to do it. However, perhaps a tip in-game with this info would be helpful :) (among tips shown during loading the game)
by PAwleus
Fri Mar 24, 2023 12:06 pm
Forum: Terra Invicta Early Access
Topic: UI request: Travel time graph for Habs launched from Earth
Replies: 4
Views: 2573

Re: UI request: Travel time graph for Habs launched from Earth

The problem is that, at least in case of ships, the Earth Launching Windows shown in-game are misleading and it's sometimes worth waiting even after their limits. This is why some time ago I feature-requested Transfer Planner to show the Optimal Launching Window (or Windows) and not just from Earth ...
by PAwleus
Wed Mar 22, 2023 10:19 pm
Forum: Terra Invicta Early Access
Topic: Outpost Defense
Replies: 4
Views: 2826

Re: Outpost Defense

You forgot to add the most important info: what's the version of the game you are playing. However, I would risk to say the issue is on your side: in my game started on 0.3.26 that I currently play on 0.3.76 the Autoresolve is not broken (I've even tested it destroying an Alien station) and I've had...
by PAwleus
Wed Mar 22, 2023 11:48 am
Forum: Terra Invicta Early Access
Topic: UI request: Travel time graph for Habs launched from Earth
Replies: 4
Views: 2573

Re: UI request: Travel time graph for Habs launched from Earth

I believe it is never necessary to wait before launching, that launching sooner will always get you there before launching later, but knowing when a good window is coming up influences things like technology prioritization and how much boost is spent on low earth orbit stations. I agree that such i...
by PAwleus
Tue Mar 07, 2023 12:16 pm
Forum: Terra Invicta Early Access
Topic: [0.3.45] Base Assault - From one extreme to another .... ?
Replies: 37
Views: 19051

Re: [0.3.45] Base Assault - From one extreme to another .... ?

You need about 30 elite marine modules (and enough MC) to show more than 0% without a councilor - versions 0.3.5x-76. You could already have seen in this very thread that 8 is not nearly enough.
by PAwleus
Fri Mar 03, 2023 9:01 am
Forum: Terra Invicta Early Access
Topic: I can't continue my game without orbital intercept/blocking bombardment
Replies: 14
Views: 4135

Re: I can't continue my game without orbital intercept/blocking bombardment

I would be against such abstraction from the gameplay perspective because there might be circumstances when risking interception by a dominant fleet is worth the risk of destruction if some another important mission is achieved thanks to it, eg. I could imagine myself (and such situation in real mil...
by PAwleus
Wed Mar 01, 2023 11:11 am
Forum: Terra Invicta Early Access
Topic: I can't continue my game without orbital intercept/blocking bombardment
Replies: 14
Views: 4135

Re: I can't continue my game without orbital intercept/blocking bombardment

In general because once you have tier 1 defense modules, the aliens just send a larger fleet. Unfortunately for me, I haven't seen such behavior even when having tier 2 defense modules (I don't have tier 3 defense modules built because they are not needed in my game). Edit: Hm... perhaps it's becau...
by PAwleus
Tue Feb 28, 2023 10:52 pm
Forum: Terra Invicta Early Access
Topic: I can't continue my game without orbital intercept/blocking bombardment
Replies: 14
Views: 4135

Re: I can't continue my game without orbital intercept/blocking bombardment

I think that in this case it would be enough if AI created larger fleets before sending them, at least to places where there is already an enemy military presence. Some notification that enemy fleet is about to reach a body with our assets around it would also be very helpful (eg. 1 day before, perh...
by PAwleus
Tue Feb 28, 2023 1:55 pm
Forum: Terra Invicta Early Access
Topic: I can't continue my game without orbital intercept/blocking bombardment
Replies: 14
Views: 4135

Re: I can't continue my game without orbital intercept/blocking bombardment

Yes, those steams of single-ship fleets were sometimes getting on my nerves, too. However, I don't know why you need Battlestations against a corvette when the surface tier 1 defense module is enough?
by PAwleus
Mon Feb 27, 2023 11:54 pm
Forum: Terra Invicta Early Access
Topic: Suggestion: Museum ships
Replies: 2
Views: 1235

Re: Suggestion: Museum ships

I like your idea of museum ships so much that I would even like it expanded and included in some post-release DLC featuring mothballed ships. Currently, when we are constructing ships and it turns out they are not needed at the moment (eg. because the situation changed and war against a faction ende...