Search found 16 matches
- Thu Feb 29, 2024 4:57 am
- Forum: Terra Invicta Early Access
- Topic: Examples of maneuvering combat
- Replies: 11
- Views: 2704
Re: Examples of maneuvering combat
They don't pursue you immediately so you can easily build enough gap and you don't even need much DV for that - 2km/s for moving away is plenty. Sorry, I haven't been able to get this to work (this was with 2.5 g ships; I'm up to 3.2 g with my latest designs). The aliens consistently reacted at the...
- Sat Feb 24, 2024 2:24 am
- Forum: Terra Invicta Early Access
- Topic: Examples of maneuvering combat
- Replies: 11
- Views: 2704
Re: Examples of maneuvering combat
I'm not as tech'd up as your examples however (my escorts are using advanced pulsars/copperheads/adamantane) are your tactics successful because you've got the faster/tougher escorts that can pull them off or did you develop them on lower tech platforms, then fine tune as you got better kit? Someth...
- Mon Feb 19, 2024 6:24 pm
- Forum: Terra Invicta Early Access
- Topic: Examples of maneuvering combat
- Replies: 11
- Views: 2704
Re: Examples of maneuvering combat
No, all alien lasers have a targeting range of 1000 km. Maybe it was different in an earlier version. I haven't tried an initial retreat except in (human) station attacks; I just assumed the enemy would chase me and close range. I'll give that a shot. As you noted in the OP, the initial range in rec...
- Sat Feb 17, 2024 2:14 am
- Forum: Terra Invicta Early Access
- Topic: Examples of maneuvering combat
- Replies: 11
- Views: 2704
Re: Examples of maneuvering combat
Thanks for posting these. Do you have any tips for maneuvering under laser fire? The aliens have adapted to my tactics to date (attack with missiles, defend against guns) by deploying high acceleration (3-3.5 G), heavily armored (e.g., 52/18/27 gunship) laser specialists. And I've learned the hard w...
- Fri Dec 15, 2023 3:15 am
- Forum: Terra Invicta Early Access
- Topic: Laser range/effectiveness
- Replies: 4
- Views: 15595
Re: Laser range/effectiveness
Ok, so my math is a factor of 2 or 4 off. But seriously, what's the reasoning behind how lasers work in the game? I'm sure the dev team's put more thought into it than my quick order-of-magnitude stuff.
- Sun Dec 10, 2023 9:06 pm
- Forum: Terra Invicta Early Access
- Topic: Laser range/effectiveness
- Replies: 4
- Views: 15595
Laser range/effectiveness
Hello, nerding out again, this time over lasers and their ranges. If you define a laser's effective range as the distance at which armor has normal effectiveness, the early-game lasers look like: | Name | Aperture | Wavelength | Armor @ 200 km| Eff. Range | |--------------------|----------|---------...
- Mon Aug 28, 2023 1:41 am
- Forum: Terra Invicta Early Access
- Topic: Factions relations
- Replies: 4
- Views: 6710
Re: Factions relations
The Wiki has a detailed explanation of how the relations system works (with the usual caveat that it might be out of date; this is all "behind the scenes" stuff). The key points: Ideology and space presence set a floor on other factions' animosity. You can never have tolerant relations wit...
- Wed Aug 16, 2023 3:33 pm
- Forum: Terra Invicta Early Access
- Topic: Suggestion: Allow ship class name changes on invalid refits.
- Replies: 4
- Views: 6333
Re: Suggestion: Allow ship class name changes on invalid refits.
I'm on 0.3.99 and I can't reproduce this bug; I can name a ship class anything I want, refit or no refit. Steps to non-reproduce: 1. Load a saved game. 2. Choose an existing ship design and upgrade it. 3. Replace the reactor (and drive, if need be) with a different type. 4. Set the class name to som...
- Sat Aug 05, 2023 2:44 am
- Forum: Terra Invicta Early Access
- Topic: Space combat damage
- Replies: 3
- Views: 4491
Re: Space combat damage
I think I've figured out part of what's going on here. The "80% damage to armor" should actually be read as "20% regular damage, 80% chipping". The reported damage is just the regular 20% (expect 6.1, which is slightly higher than observed), and the degradation of the armor itsel...
- Wed Jul 26, 2023 6:25 am
- Forum: Terra Invicta Early Access
- Topic: Dumb question about interception
- Replies: 4
- Views: 1554
Re: Dumb question about interception
The release notes reference is https://www.pavonisinteractive.com/phpBB3/viewtopic.php?t=29828; search for "pincer". There's a formula in there that lets you work out the minimum fleet size you'd need. It's a surprisingly large number, curse of dimensionality and all that. Bottom line is t...
- Wed Jul 26, 2023 1:12 am
- Forum: Terra Invicta Early Access
- Topic: Space combat damage
- Replies: 3
- Views: 4491
Re: Space combat damage
Thanks for the reply. To be clear, I wasn't expecting the damage to be fixed, I just wasn't expecting a factor of 5 difference. However, I don't see how impact speed could be the explanation for what I'm seeing. Of the samples I listed, the largest (5.8) was for a missile that hit the ship at roughl...
- Sun Jul 23, 2023 3:16 am
- Forum: Terra Invicta Early Access
- Topic: Space combat damage
- Replies: 3
- Views: 4491
Space combat damage
I'm confused by how weapon damage in the ship designer translates to damage in actual combat. I'm currently deploying ships armed with Copperhead missiles, which are rated for 30.7 damage with an explosive warhead (80% vs. armor). I assumed this meant that a missile could reliably penetrate up to 24...
- Tue Jul 18, 2023 2:54 am
- Forum: Terra Invicta Early Access
- Topic: A strange deployment route
- Replies: 4
- Views: 5555
Re: A strange deployment route
Oops! Thanks for the correction!
- Sun Jul 16, 2023 2:53 pm
- Forum: Terra Invicta Early Access
- Topic: A strange deployment route
- Replies: 4
- Views: 5555
Re: A strange deployment route
Because the only concept of "distance" in TI is the number of regions you have to cross; each region takes the same time (modified by ownership and rough terrain, but not geographic area). In this case, the routes Dallas-Denver-Los Angeles and Dallas-Monterrey-Los Angeles both take two mov...
- Sat Jul 08, 2023 2:45 am
- Forum: Terra Invicta Early Access
- Topic: Power efficiency in drive specs
- Replies: 2
- Views: 8349
Re: Power efficiency in drive specs
Thanks for the quick reply! To clarify, are you saying the correct specs for the Nerva should be required power 283.1 MW, waste heat 84.9 MW, thrust 49 kN?
- Tue Jul 04, 2023 11:16 pm
- Forum: Terra Invicta Early Access
- Topic: Power efficiency in drive specs
- Replies: 2
- Views: 8349
Power efficiency in drive specs
Hello, new player here. I'm loving TI, but I'm confused about the "Power Use Efficiency" rating attached to drives. I'd assumed this is the output (mechanical) power divided by the input (electrical or thermal) power, but that doesn't seem to be the case. For example, the basic 1× Nerva dr...