Search found 109 matches

by PAwleus
Sun Jan 01, 2023 11:45 am
Forum: Terra Invicta Early Access
Topic: [Scenario] Against All Odds (spoiler warning)
Replies: 29
Views: 34890

Re: [Scenario] Against All Odds (spoiler warning)

Why is this a shame? You can disable "Use compressed save files", load the scenario save, enable "Use compressed save files", save the scenario (it will create a save in .gz format and I have no idea why @snoop hadn't done so before the scenario was released) and you can play the...
by PAwleus
Sun Jan 01, 2023 1:31 am
Forum: Terra Invicta Early Access
Topic: [Feature] Ability to set many tiers of command or Roster+
Replies: 2
Views: 1100

[Feature] Ability to set many tiers of command or Roster+

This feature-request is already known to Devs (at least to John J. Lumpkin) but I also place it here because a player from Steam asked me nicely to do so. Some ideas are inspired by Aurora4X and I invite to comment and suggest further improvements. I hope they can still be implemented into Terra Inv...
by PAwleus
Wed Dec 28, 2022 11:05 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

I like that you actually counted those values and you are right that ENoM should probably kick in earlier but I already said it in my first post here: "Perhaps the limit of ENM should be lower, though, so it has a meaning earlier and makes the exponential growth periods harder to achieve earlie...
by PAwleus
Wed Dec 28, 2022 4:38 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

1) I don't think you ever explained what you meant by "Extensive Network of Mines"? Actually, I did explain it in general terms but let's do it more clearly. When you hover your pointer over MC at the upper edge of the screen you can see the MC tooltip that explains what the Extensive Net...
by PAwleus
Thu Dec 22, 2022 10:17 am
Forum: Terra Invicta Early Access
Topic: QoL Request: Setting to Disable Automatic Zoom to Selected
Replies: 5
Views: 1438

Re: QoL Request: Setting to Disable Automatic Zoom to Selected

You can do it in the same way as on a station. 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...
by PAwleus
Wed Dec 21, 2022 5:34 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

@SillySMS, I don't know whether or not you will read it but congratulations for your post - I probably couldn't gather my thoughts better. I agree with most of your thinking but I have some reservations, eg. I don't know which versions of the game you played but you apparently missed a very importan...
by PAwleus
Mon Dec 19, 2022 11:47 am
Forum: Terra Invicta Development
Topic: Suggestions about repairing ships
Replies: 4
Views: 3269

Re: Suggestions about repairing ships

Actually, it still looks like somewhat bugged - I've recently got a ship damaged in .43 that is immobile for 2 months (Damage Control is 63%, Auxiliary Life support 100%, Bridge and Drives over 50%, but reactor is 0%). I suppose I should bug-report it, then.
by PAwleus
Fri Dec 16, 2022 7:15 am
Forum: Terra Invicta Early Access
Topic: QoL Request: Setting to Disable Automatic Zoom to Selected
Replies: 5
Views: 1438

Re: QoL Request: Setting to Disable Automatic Zoom to Selected

WillWKM wrote: Thu Dec 15, 2022 6:27 pm If I have a councilor in space, and there are no possible missions for them to select, please don't give me the popup complaining that I haven't selected missions for all my councilors.
Perhaps they should be on the permanent Train mission ;)
by PAwleus
Thu Dec 15, 2022 11:51 am
Forum: Terra Invicta Early Access
Topic: Gameplay Suggestion: Ship Building From Earth Surface
Replies: 26
Views: 5237

Re: Gameplay Suggestion: Ship Building From Earth Surface

If progress on space defenses is added when you merge countries (and it is) then some of it can also be subtracted when a country is bombarded, wouldn't you say?
by PAwleus
Thu Dec 15, 2022 11:41 am
Forum: Terra Invicta Development
Topic: Suggestions about repairing ships
Replies: 4
Views: 3269

Re: Suggestions about repairing ships

AFAIK, Repair Bays are not needed for basic repairs done by damage-control teams - they just make them much faster and more extensive. Tractor Beams would be on entirely different level of technology than magnetic catapults as their fields would have to be much, much stronger to reach much further. ...
by PAwleus
Tue Dec 13, 2022 7:41 am
Forum: Terra Invicta Early Access
Topic: Gameplay Suggestion: Ship Building From Earth Surface
Replies: 26
Views: 5237

Re: Gameplay Suggestion: Ship Building From Earth Surface

Oh, I know but this thread is about ideas of how the game should be and not necessarily as it is now. I postulated a hypothetical realistic situation that aliens should also be able to bombard space defenses in construction. (Edit: Perhaps only if they have a surveillance ship in orbit and perhaps h...
by PAwleus
Mon Dec 12, 2022 11:21 am
Forum: Terra Invicta Early Access
Topic: Feedback after first completed campaign
Replies: 2
Views: 1176

Re: Feedback after first completed campaign

You are not mistaken so at least the transfer browser is not such a mess as it could be ;) I agree that most of the mentioned issues are a problem and some of QoL changes I've already formally feature-requested, eg. preview of formations.
by PAwleus
Mon Dec 12, 2022 8:52 am
Forum: Terra Invicta Early Access
Topic: Gameplay Suggestion: Ship Building From Earth Surface
Replies: 26
Views: 5237

Re: Gameplay Suggestion: Ship Building From Earth Surface

However, the whole idea is moot unless Earth has Space Defense facilities built because, as you rightly noticed, aliens would just bombard facilities that construct these ships. The player could build orbital defense sites in regions containing the launch facilities to counter alien bombardment. IM...
by PAwleus
Fri Dec 09, 2022 8:01 am
Forum: Terra Invicta Early Access
Topic: Gameplay Suggestion: Ship Building From Earth Surface
Replies: 26
Views: 5237

Re: Gameplay Suggestion: Ship Building From Earth Surface

Believe me, I've tested it in-game and patience has nothing to do with it. Edit: You can easily see it when you compare what is absolute minimum DV in-game to go somewhere (it's easiest for low-tech ships with very low DV because the game will show you this minimum) eg. to the moons of Jupiter with ...
by PAwleus
Thu Dec 08, 2022 11:27 pm
Forum: Terra Invicta Early Access
Topic: Gameplay Suggestion: Ship Building From Earth Surface
Replies: 26
Views: 5237

Re: Gameplay Suggestion: Ship Building From Earth Surface

You probably don't take under consideration potential near-future developments in launching mass from Earth. Some of them are even in-game eg. mass drivers, air-breathing rockets, laser array assisted launch systems etc. On-board propellant is not the only way of launching mass. Thus, I don't think ...
by PAwleus
Wed Dec 07, 2022 9:27 am
Forum: Terra Invicta Early Access
Topic: Gameplay Suggestion: Ship Building From Earth Surface
Replies: 26
Views: 5237

Re: Gameplay Suggestion: Ship Building From Earth Surface

There should also be a degree of environmental damage to Earth from using most of the engine systems, and it's also an interesting question whether they would work as planned in an atmosphere. These are main practical issues here but they could be easily overcome in-game by using vast amounts of bo...
by PAwleus
Mon Dec 05, 2022 8:40 pm
Forum: Terra Invicta Early Access
Topic: Gameplay suggestion: Resource market changes + logistics hubs
Replies: 8
Views: 1634

Re: Gameplay suggestion: Resource market changes + logistics hubs

My only real comment would be that I don't see why the space-side of the space market should be separate from the earth-side of the space market. I'd rather just reduce the complexity and waiver the boost cost of buying resources from earth. We can make up a decent lore reason for it. (I.e. you alr...
by PAwleus
Fri Dec 02, 2022 9:04 pm
Forum: Terra Invicta Early Access
Topic: Gameplay suggestion: Resource market changes + logistics hubs
Replies: 8
Views: 1634

Re: Gameplay suggestion: Resource market changes + logistics hubs

I was thinking on how to prevent a player from buying resources back and starving AI human factions, anyway. This is refinement of point 2 and 3 from my previous post with some new ideas added: 2. SPACE IS DIFFERENT: Market should be divided to the Earth Resource Market and the Space Resource Market...
by PAwleus
Thu Dec 01, 2022 5:00 pm
Forum: Terra Invicta Early Access
Topic: Gameplay suggestion: Resource market changes + logistics hubs
Replies: 8
Views: 1634

Re: Gameplay suggestion: Resource market changes + logistics hubs

Your idea with the incentive to develop "undeveloped" countries is a nice one, however, thinking more about the whole concept I am less enthusiastic about your suggestion as it would demand additional changes to the game and main ones are (the second one is a big one): 1. Colonizers would ...
by PAwleus
Wed Nov 30, 2022 1:26 pm
Forum: Terra Invicta Early Access
Topic: Gameplay suggestion: Resource market changes + logistics hubs
Replies: 8
Views: 1634

Re: Gameplay suggestion: Resource market changes + logistics hubs

Very, very nicely done and I like your suggestion very much. Even in the current state of the game colonizers are useful starting from Mercury (players usually don't have enough resources to build them and mines on Mars) and new players would just need some reminder they are an option (they often ev...
by PAwleus
Wed Nov 30, 2022 7:30 am
Forum: Terra Invicta Early Access
Topic: A new level of bu.......
Replies: 10
Views: 2424

Re: A new level of bu.......

Do you really think that AI human fleets know how to fight using missiles? If you fight an alien Dreadnought the way AI human fleets do then your 3 Escorts will also be destroyed and you will also not score a single hit (Edit: at least on Brutal - I don't remember what the Dreadnoughts are composed ...
by PAwleus
Tue Nov 29, 2022 11:31 pm
Forum: Terra Invicta Early Access
Topic: A new level of bu.......
Replies: 10
Views: 2424

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 Dreadno...
by PAwleus
Thu Nov 24, 2022 8:05 pm
Forum: Terra Invicta Early Access
Topic: Latest Patch Notes
Replies: 7
Views: 1432

Re: Latest Patch Notes

It depends on what you mean by "Jupiter rush" and by "immediately" - in my current Exodus Brutal game (started on 3.26 but played almost from the beginning on validation versions until 3.39) I waited with the rush (I feared my colonizers wouldn't even get to Jupiter after one of ...
by PAwleus
Thu Nov 24, 2022 6:33 pm
Forum: Terra Invicta Early Access
Topic: Nerfing Research further
Replies: 15
Views: 3274

Re: Nerfing Research further

You are right, my case is not really representative here as I didn't go by the way of maxing space research. I checked and in this 800 MC space presence there are only 20 Research Campuses - looks like Volatiles were constraining me in this strategy even more than I thought so perhaps their cost in ...
by PAwleus
Thu Nov 24, 2022 12:17 pm
Forum: Terra Invicta Early Access
Topic: Latest Patch Notes
Replies: 7
Views: 1432

Re: Latest Patch Notes

just throwing my 2c in: while I appreciate the fact that the "dyson sphere" absolutely needs a nerf, I'm concerned about brutal gameplay. The 50MC "limit" (increasing to ~78 fairly rapidly) just about allows you to comfortably hit ~7k research/month from mercury by end of 2027 a...