Search found 20 matches
- Sun May 14, 2023 1:59 pm
- Forum: Terra Invicta Early Access
- Topic: Improving rivalry
- Replies: 4
- Views: 3074
Re: Improving rivalry
At the moment war with minimal delay helps ambush landed assault carriers when you are not allies with the nations they landed in. If they add delay to war declaration, they'd need to rework the whole landed carrier mechanics - though it could use some rework anyway as the interaction between turn-b...
- Sat Apr 22, 2023 4:52 pm
- Forum: Terra Invicta Early Access
- Topic: Where to get Fissiles from, please?
- Replies: 2
- Views: 2259
Re: Where to get Fissiles from, please?
Luna is often the best early source of fissiles (the one thing it may have a lot of), but it depends on RNG. Mars and Mercury may have decent spots as well, if they got low rolls then your best bets are Ganymede and Callysto, however to actually hold to assets around Jupiter, you need a fair amount ...
- Mon Apr 03, 2023 3:54 am
- Forum: Terra Invicta Early Access
- Topic: Why are cruise/combat accel. ratios different?
- Replies: 10
- Views: 3694
Re: Why are cruise/combat accel. ratios different?
Cruise acceleration is presumably when the drive is at the most efficient. Combat accel. is how much you can crank up the power even at the cost of reduced efficiency, more wear, etc. Nothing says these have to be the same for drives operating by completely different principles. The difference is in...
- Mon Mar 13, 2023 6:23 am
- Forum: Terra Invicta Early Access
- Topic: I can't continue my game without orbital intercept/blocking bombardment
- Replies: 14
- Views: 4343
Re: I can't continue my game without orbital intercept/blocking bombardment
I would greatly help to make this dynamic less tedious, if there were a timer for fleets before they can start bombarding (~3h). There is nothing worse than having an endgame fusion drive powered fleet in orbit, that could easily intercept the enemy fleet in transfer (but doesn't do it so because o...
- Fri Feb 17, 2023 1:40 am
- Forum: Terra Invicta Early Access
- Topic: Shouldn't the ships be able to move laterally?
- Replies: 11
- Views: 3038
Re: Shouldn't the ships be able to move laterally?
Pretty much, yes. The AI can analyze enemy weapon composition and decide if sufficient part of it comes from weapons it can dodge, which would make ships engage in dodging or not. (Actually I'd say AI could use it as it is, as aliens will still be trying to evade even against purely laser fleets). D...
- Wed Feb 15, 2023 2:33 pm
- Forum: Terra Invicta Early Access
- Topic: Shouldn't the ships be able to move laterally?
- Replies: 11
- Views: 3038
Re: Shouldn't the ships be able to move laterally?
One thing to note is that lateral movement gives an evasive advantage only if the attackers are at the front (or behind). If it were in the game it would just make it more important to flank enemies and attack them from at least two (ideally perpendicular) directions, which nicely helps with breakin...
- Tue Feb 14, 2023 4:45 pm
- Forum: Terra Invicta Early Access
- Topic: Shouldn't the ships be able to move laterally?
- Replies: 11
- Views: 3038
Re: Shouldn't the ships be able to move laterally?
Well, right now looking at the ships trying to be evasive by using their thrusters to turn, then briefly use their main drive, then using their thrusters to turn again, meanwhile being shot at their exposed sides just looks wrong, when you realize that they already have everything they need for a si...
- Tue Feb 14, 2023 3:10 am
- Forum: Terra Invicta Early Access
- Topic: Shouldn't the ships be able to move laterally?
- Replies: 11
- Views: 3038
Re: Shouldn't the ships be able to move laterally?
Honestly, I saw that number in description of this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2895452775 If I try to use the formulas I can find in internet to see what angular acceleration 3.5 MN thrust would produce for a 20K ton 300m long cylinder with thrust applied to the ends I...
- Sun Feb 12, 2023 1:20 pm
- Forum: Terra Invicta Early Access
- Topic: Shouldn't the ships be able to move laterally?
- Replies: 11
- Views: 3038
Re: Shouldn't the ships be able to move laterally?
Due to the elongated shape of the ships you don't need to move anywhere near the turn radius to be able to dodge a projectile, as long as the projectile is launched from the front, the worst you may need to move is the diameter of the ship at the widest point. As far as I remember Terra Invicta ship...
- Sat Feb 11, 2023 10:13 pm
- Forum: Terra Invicta Early Access
- Topic: Shouldn't the ships be able to move laterally?
- Replies: 11
- Views: 3038
Shouldn't the ships be able to move laterally?
If a ship needs to turn left, its forward right and back left maneuvering thrusters fire. If it needs to turn right, it's forward left and back right thrusters. However if your ship has forward right and back right thrusters it should be able to use them together to accelerate the whole ship to the ...
- Sun Jan 22, 2023 7:56 pm
- Forum: Terra Invicta Early Access
- Topic: Misc suggestions
- Replies: 1
- Views: 2311
Misc suggestions
Hello, I have a number of suggestions, that I think will be more efficiently combined into a single thread Nations If a supernation merges with another unified federation, while low cohesion leading to regions breaking off is fine, the resulting supernation should retain claims on all regions of the...
- Sun Jan 22, 2023 1:13 pm
- Forum: Terra Invicta Early Access
- Topic: %Orgbonus Tier List
- Replies: 5
- Views: 5583
Re: %Orgbonus Tier List
Regarding unity, if you go for supernations (EU+EAU, PAC+Austronesia, Caliphate+AU), these have natural cohesion at or near 0 due to size penalties and usually require some degree of unity spending to stay stable - in this case unity bonus allows you to get stability with less spending and divert ex...
- Tue Jan 17, 2023 8:31 pm
- Forum: Terra Invicta Early Access
- Topic: Terra Invicta Roadmap for EA and beyond
- Replies: 16
- Views: 52311
Re: Terra Invicta Roadmap for EA and beyond
On the councillor hard caps I hope they are not as strict as the starting stats are. What I mean is that skills a person currently has are determined by what they have been doing over the last years. So the current ranges work fine. But a tech tycoon might actually had been a terrific journalist if ...
- Fri Jan 13, 2023 10:37 pm
- Forum: Terra Invicta Early Access
- Topic: What's with the dying night elf?
- Replies: 5
- Views: 2011
Re: What's with the dying night elf?
Still hear it occasionally in v49, perhaps it's more rare now though. I'm not sure if it's part of battle sounds, sometimes you can hear ambient sounds with regular screams, which I guess is used for ambient combat (and there it doesn't sound strange). The track in question though mainly has somethi...
- Fri Jan 13, 2023 9:03 am
- Forum: Terra Invicta Early Access
- Topic: Need help getting started
- Replies: 4
- Views: 1395
Re: Need help getting started
- forget about Boost (focus on it much later when your faction controls substantial part of Earth economy) I agree with the rest of the points but not this one. Boost is only useful in the relatively early game, up until you establish bases on Mars and Mercury (roughly 8 or so years from start), af...
- Sat Jan 07, 2023 1:19 pm
- Forum: Terra Invicta Early Access
- Topic: What's with the dying night elf?
- Replies: 5
- Views: 2011
Re: What's with the dying night elf?
It happened with Resistance, Academy and Initiative so probably happens with all of them. Also like I said, both on my PC and laptop. There seems to be some kind of looping track when your camera is relatively close to Earth, and one of the sounds on it stands out as it's louder than others and rese...
- Fri Jan 06, 2023 9:48 pm
- Forum: Terra Invicta Early Access
- Topic: What's with the dying night elf?
- Replies: 5
- Views: 2011
What's with the dying night elf?
Something that has been mildly bothering me is that when normally playing on geoscape, every few minutes I hear a faint scream that resembles a warcraft night elf dying one (like here ) which sounds sufficiently out of context to be distracting. (this does happen on different computers and with diff...
- Fri Jan 06, 2023 9:41 pm
- Forum: Terra Invicta Early Access
- Topic: Unrealistic points in country modelling
- Replies: 2
- Views: 1176
Re: Unrealistic points in country modelling
Regarding Norway, that's why I clarified that I don't count nations with a high degree of windfall revenue. E.g. Saudi Arabia and Gulf states also implemented good welfare, but that's easy with oil revenue, and Norway gets 60% of its money from oil and gas exports.
- Sat Dec 24, 2022 12:52 pm
- Forum: Terra Invicta Early Access
- Topic: Unrealistic points in country modelling
- Replies: 2
- Views: 1176
Unrealistic points in country modelling
At the moment without a faction intervention a nation with certain stats with develop in almost completely predictable way, barring that at high unrest a revolution may occur at different times. (Also the default stats pretty much doom less developed nations to a violence spiral). Plus different unc...
- Sat Dec 24, 2022 11:55 am
- Forum: Terra Invicta Early Access
- Topic: Phoenix achievement, destroying Alien Administration
- Replies: 11
- Views: 3217
Re: Phoenix achievement, destroying Alien Administration
If I remember correctly AA only uses nukes to defend its capital. So you can conventionally conquer most its territories, then get nukes and armies for a small disposable country (give independence if needed), nuke whatever armies they have left in capital and send yours until they run out of nukes....