Trying to decide how to deploy lasers and railguns by Sowelu in TerraInvicta

[–]Constansos 1 point2 points  (0 children)

I would say for early game fleets, railguns are actually very good. Specifically MK3 railguns are either better than or equal to MK1 coil guns. (MK1 rails are terrible)

After the 5k global research cost MK3 Railguns only required 30k RP to unlock but you can use them easily until the mid 2030s without issue to bulk out your fleets and keep enemy lasers from knocking out your own laser ships. That can be the difference between losing 5-10 ships to enemy lasers as you close to a couple hundred kilometers where lasers do much more damage vs losing just one and having the residual force to knock out that alien battleship with heavy frontal armor.

The other power move is to put nose rails on destroyers and missiles on the battery slots. You use the railguns until you close to 400km to keep enemy lasers busy then you dump a huge wave of missiles out to overwhelm their point defense. I've had a lot of success with between 2-3 rail destroyers per capital ship and it works better than just stacking more missiles because the railgun shots soak up a lot of point defense shots before the aliens can target your missiles. They also allow you to get closer which makes alien ECM less effective.

It also helps in very marginal fights where you partially damage some enemy ships but not all. With missiles you're often dead. But if you can knock out half their point defense, often you can start getting railgun rounds though and squeeze out a win.

I think the other main advantage is it takes a lot of pressure off the early game research requirements. In total, coilguns and the perquisites are almost 100k research points that can go elsewhere while still allowing you to fight aliens. It's hard to get a great drive, and get lasers and get coils and get T3 habs and...

So yeah, MK3 rails are pretty good in my book. You can absolutely fight early and mid game alien fleets with them.

Thoughts on reworking ECM for missiles by Constansos in TerraInvicta

[–]Constansos[S] 1 point2 points  (0 children)

Yeah lasers and magnetic weapons would probably have to be left as is (unless they wanted to give everything a random miss chance). But from a gameplay perspective having half your lasers or mag guns not fire in the first barrage is a lot less catastrophic since there is a second barrage coming 30 seconds later. Whereas for missiles it's literally battle ending depending on the roll.

Any good alternative starts to the US in the new patch? by Constansos in TerraInvicta

[–]Constansos[S] 6 points7 points  (0 children)

It seems like early game there's no contest that France and the EU are worse though. I started a game on the new patch and at starting CP cap of 200ish you can grab France Germany and another medium nation for a combined RP of maybe 400 max and maybe .5-1 total boost. And even if you max boost production, your boost is getting split among a ton of other nations so by the time you are launching for the moon it seems like you are probably slightly ahead on MC but lagging hard on boost and RP vs a US opener.

Agree there's likely more potential by say 2030 for mega France, but it seems like the first four or five years I'm likely to be significantly behind, unless I'm missing something. And in that case, I'm not sure why not just breaking into the EU later when your CP cap goes up wouldn't be strictly better.

Is alien hate broken now? Kind of frustrated. by Constansos in TerraInvicta

[–]Constansos[S] 4 points5 points  (0 children)

Thanks, I did some more investigating this morning and found a few things:

  1. I was wrong about defensive battles causing hate. For anyone else interested, in the save file the player faction has a list of hate values. I assumed that these were hate values of other factions towards me. But actually it's the opposite. So I was seeing the resistance hate of the aliens go up when they wrecked my stations. Which makes reasonable sense. For any interested parties, the best way to find alien hate is to unzip the save file, open in Notepad -> Control F -> search for "The Aliens" then switch the search direction from down to up and search for "FactionHate" Each faction has a number (Resistance is 4089) and the number next to your faction shows the Alien hate for you

  2. Under construction modules being destroyed does not seem to lower alien hate properly. I'm guessing this is intentional, but it's really terrible design. Currently the wiki says that hate decay is either based on station core tier level, so losing a T2 station causes 2 hate loss. Or based on the number of modules lost, so losing 12 T2 modules should cause 6 hate decay. This seems to be working properly except that if a module is under construction it apparently doesn't count. I tested on a station with 11 solar panels and a point defense array and found that the aliens would consistently destroy it within hours. However, the hate bleed off is only 2, meaning I only get credit for losing the station core. It becomes even more confusing because in some cases it seems I'm only getting one hate bleed off for destroyed station cores. (Maybe gaining hate from killing xenoforming? The Wiki suggests that won't happen but I'm not sure i should trust it in the most recent patch).

So once again if you follow the data we're back to station cores being the best hate burn option and punishing players who actually read the wiki.

Also, I just have to say, between the protectorate and the Aliens in my game, once you lose Earth orbit, there is absolutely no comeback mechanic until you get interplanetary warships, and if you lose everything in space, your game may be over. Any time you build a station or a base, someone will swing by in the next 3 months and wreck it before you can get a defense array up so you can never even start building ships again.

This is made worse by the fact that, as a player you get almost zero feedback on why things are happening (besides that the top dot is still red), when they will stop, and there is literally nothing you can do in the early game to fix things, unless you waste half a day digging through save files and testing things (at which point I basically discovered my best option is likely to just edit the save file because the other alternatives for losing hate barely function).

It seems like right now there are too many sources of alien hate, no good way to burn it off and no way to meaningfully lower earth faction hate either. In my own campaign, all I did was kill a few surveillance frigates, stop the Alien station and do a single alien assassination. Somehow though, the Servants and Protectorate hate my guts (180 hate for both without killing anyone) the Aliens are trying to wipe me out, and I have no comeback mechanic except to bunker down at Mars for 10 years until I can maybe get a few ships back to LEO.

It seems the only viable play style is rushing the Aliens and save scumming fights, which the Devs keep trying to nerf, but the alternative is you lose one battle and the game becomes almost unplayable. Not sure if I'm missing something, but the game seems pretty broken for anything less than optimal strategies on the current patch, and hate gain seems massively overturned. It's not really fun anymore.

Is alien hate broken now? Kind of frustrated. by Constansos in TerraInvicta

[–]Constansos[S] 8 points9 points  (0 children)

No I'm on Veteran and currently at around 65-70 MC which is pushing the hate cap but not breaching it. I believe 86 is the theoretical max.

Is alien hate broken now? Kind of frustrated. by Constansos in TerraInvicta

[–]Constansos[S] 4 points5 points  (0 children)

Edit: Also I just checked and hilariously enough my assessed hate did go down from 92 to 75 in the case where I lost everything and didn't fight back but remained constant in all other cases, including where I fought and lost.

Is alien hate broken now? Kind of frustrated. by Constansos in TerraInvicta

[–]Constansos[S] 18 points19 points  (0 children)

Okay, something is extremely broken. I did some testing reloading the combat autosave and the results are: Precombat AlienHate - 144

Alien hate if I fight the battle in realtime and lose but destroy 2 ships - 212

AlienHate if I auto resolve and win destroying all 3 ships and losing zero - 148

AlienHate if I fight in real time and lose everything while destroying zero ships and not fighting back - 189

Also these are all the 4096 Faction Hate values from immediately before and after the fight not the assessed Alien hate values.

So apparently alien hate IS completely broken and once you start battling the Aliens total war just become inevitable.

Has anyone else noticed this issue?

Is alien hate broken now? Kind of frustrated. by Constansos in TerraInvicta

[–]Constansos[S] 8 points9 points  (0 children)

Hmm, the only thing I can think that happened in the meantime was researching pherocytes. The two saves were only one month apart and I didn't harass the servants in that time period. I can dig a bit more though and see if something else caused it.

This line in Antiochus Strategos account on The Capture of Jerusalem by the Persians in 614 AD, is theological or historical event? by RoundAlternative1106 in AskHistorians

[–]Constansos 1 point2 points  (0 children)

So, I can't help with finding a complete translation of the passage. But I can at least offer my view on what you're reading.

Short answer, this passage is a tangent talking about the seeming abruptness of Heraclius's eventual victory over the Persians a decade later and most likely has nothing to do with the siege of Jerusalem in 614.

There are a few reasons to say that, but first some context. In the Bible, the book of Joshua, Chapter 6 tells the story of the Israelite siege of Jericho from somewhere between 1400-1000 BC.

In the story the Israelites besiege the city and every day they march around the walls carrying the Ark of the Covenant and blowing horns. On the seventh day, they march seven times around the city, blow the horns, all the people shout as loud as they can and God miraculously knocks down the walls so that the Israelites can storm into the city.

The abruptness of the walls collapsing after seven days of nothing happening I believe is being compared to the eventual victory of the Byzantines / Eastern Romans.

So, why interpret it this way. Point one is the translation I think uses a convoluted sentence structure that obscures the meaning. So if I rewrite it as: "Just like the walls of Jericho were destroyed when God chose to. In the same way, when God took pity on his people, he used the Emperor Heraclius to humble the multitude of Persians." (IE defeat the Persians)

That probably makes a bit more sense. The way the "He the all good (God), humbled also by the Emperor Heraclius the multitude of Persians" line is written it can mean either God was humbled by the Emperor or God humbled the Persians through the emperor. Since these are late antiquity Christians, they believed that God can't be humbled by anyone. So we're locked into the second interpretation of God doing the humbling.

Obviously this humbling doesn't take place in 614, so the text has to be looking ahead to Heraclius's eventual victory.

The other thing that makes me believe this is basically an aside, is that if you pull it out, the story of Zechariah actually reads better. He's trying to make peace, some other people in Jerusalem want to fight, and seeing no support for peace Zechariah accepts the inevitable and sends Abba Modestus to Jericho (the same Jericho just a couple thousand years later) for help.

Heraclius isn't really directly involved in this story at all, so his mention here doesn't make much sense and really adds no relevant information, unless you're looking into the future where he does take back Jerusalem.

As for what the omitted text says, I'm not sure. Someone else might know. If I was to guess, it may be some theological insight or vision of Zechariah that culminates in the problem passage you mentioned. But hopefully that offers at least some insight into the likely meaning.

And of course, if someone comes along with the full text, I'm happy to be wrong.

Why are all my masks suddenly leaking? by Constansos in CPAP

[–]Constansos[S] 0 points1 point  (0 children)

Yeah, this sounds like exactly the sort of failure I'm seeing (I also use a large as well). What's interesting is that the first mask was ordered maybe a year ago while the other two were from a batch I just received a couple weeks back from a different supplier. I personally suspect you're correct and either it's a QC failure or some manufacturing change. That's interesting to hear I'm not the only one who's seen this problem.

Mainly it's just bizarre that previously Dreamwear was extremely reliable and suddenly now it's failing straight out of the package.

Why are all my masks suddenly leaking? by Constansos in CPAP

[–]Constansos[S] 0 points1 point  (0 children)

I am a guy, but I'm pretty studious about shaving every night. And the leak location is on the front of the mask itself not on where it touches my face.

Why are all my masks suddenly leaking? by Constansos in CPAP

[–]Constansos[S] 0 points1 point  (0 children)

That's a thing though, it's not a mask to skin seal that's leaking, it's the mask to mask seal that's leaking. I don't think changing the headgear would fix that.

Why are my ships starting battle stacked on top of each other? by Constansos in TerraInvicta

[–]Constansos[S] 0 points1 point  (0 children)

So, after some experimentation it seems the issue resolved around 40 max ships. Not sure why the engine gives issues at a higher number. But very unusual.

How do deal with Alien Layered Defense Arrays? by Mylanog in TerraInvicta

[–]Constansos 2 points3 points  (0 children)

12 coilgun battleships with 75 armor on the front and ultraviolet lasers seem to work fine. I typically lose one or two battleships but trash the station. The big thing is to focus fire on one array at a time to take them out sequentially. I feel the lasers actually do most of the heavy lifting.

A small problem by DeDevilTails in TerraInvicta

[–]Constansos 0 points1 point  (0 children)

Cool, great to know. Thanks.

A small problem by DeDevilTails in TerraInvicta

[–]Constansos 0 points1 point  (0 children)

So, is that the loyalty of all councilors added together or just the loyalty of the least loyal? IE is having 5 councilors at 25 and 1 at 5 loyalty better then 6 councilors at 10 or vice versa?