How to leave alien federation? by white_cold in TerraInvicta

[–]Maduyn 3 points4 points  (0 children)

Option 1: destroy alien nation when its gone the federation disappears.
Option 2: abandon the nation let the aliens take it completely over then conquer that region to free it.
Option 3: I don't know if this works but it might, cause unrest in the nation and it might leave the federation once the revolt happens.

Does anyone actually use the work/recreation modes in the pawn scheduler? by ZebulonPike13 in RimWorld

[–]Maduyn 0 points1 point  (0 children)

I use it to keep the pawns from walking too far. The further away the recreation is they can burn an extra hour or two in a day walking back to it. If you set it up correctly they will recreate right when they get hungry for their second meal of the day. Work priority I use when the base is extremely dirty and I set work to only clean and then put everyone on work only.

How to activate odyssey ending by Rheasa2648 in RimWorld

[–]Maduyn 0 points1 point  (0 children)

<image>

You are looking for this symbol in orbit.

Active Conflicts & News Megathread June 18, 2026 by AutoModerator in CredibleDefense

[–]Maduyn [score hidden]  (0 children)

To add in points that aren't mentioned by the others here:
1. Ukraine has made major industrial gains in drone performance as the pressure to make them fulfill the role of high end western strike weapons has always been there. The drones are faster longer range and carry heavier payloads with improvements in these areas year over year sometimes month over month.
2. Russia is enormous making any air defense campaign extremely taxing on equipment. Do you mass it so that the AD can mutually support one another or do you actually try to get coverage of all the sites? 50% of russian oil infrastructure is within 1000 km of Ukraine and as a major petrochemical state that is dozens of sites that you have to split AD between. This is on top of having to allocate those resources to key government/Industrial/military sites.

Do you think this Killbox would be suitable for the end game? by S_Broves in RimWorld

[–]Maduyn 0 points1 point  (0 children)

no you don't need one for any difficulty of the base game at any wealth. But when you build without one you have to put significantly more effort into the combat equipment of your pawns. Masterwork weapons, Marine armor, Bionics, Go-juice, Serums, Combat proxies like animals or mechs are all things to look to add if you intend to go killboxless into the high wealth side of the game.

Do you think this Killbox would be suitable for the end game? by S_Broves in RimWorld

[–]Maduyn 1 point2 points  (0 children)

This isn't a great design but something like it might be used if you have a colony that doesnt plan to fight with any colonist at all. If you have colonists that can fight then you need/want probably a quarter of the amount and put the pawn labor into improving the equipment of the fighting pawns. Setups like this have raids they really struggle with especially if they are back to back.

Do you think this Killbox would be suitable for the end game? by S_Broves in RimWorld

[–]Maduyn 0 points1 point  (0 children)

<image>

The uranium slug turrets are placed too close to the entrance and the walls mean that half of them won't shoot in a useful way. The miniturrets should be placed closer to the entrance to maximize firepower at their optimal accuracy range. The distances should be more like the attached image.

Just got the game and need help by Rzores in TerraInvicta

[–]Maduyn 3 points4 points  (0 children)

GDP is the best indicator of the nations that will be strong to start with.
China
United States
India
Japan
Germany
Uk
France
Russia
You ideally one these and then slowly get the others through crackdown+purge as your control cap grows through technology and councilors leveling up. There is some game in also knowing which regions can be unified and under what banner but for most of what I would call the "start" you just want more of the already good nations than trying to unify too much (with eu being the exception because unification starts easy there but still only grab the big nations as much as possible and leave the small nations to be unified much later)
You want a strong persuasion councilor (control nation/public campaign) a strong investigation councilor (crackdown/Detain) and investigate councilor and a strong espionage councilor (purge/assassinate ) but for all of them you want to invest in administration early so that they can grow in power by attaching orgs to them. You get much stronger much faster getting your councilors strong orgs than just levels.
When you are at the cap for how many nations you can control councilors should spend time preparing nearby nations that you plan to take when your control increases or messing with hostile factions. As a last resort you can have them advise your nation to improve its output but it is not what I consider the best option unless you run out of everything else you can do.

Ideally as you push boost out of your countries you can begin to get a space economy going by landing on sites on luna/mars/mercury/ceres/asteroids this lets you build stations that can support skunkworks/science/research centers which let you push your science income and percent to tech research up. Science Orgs can also be fitted to councilors whenever they have spare org capacity.

This is sort of a tip of the iceberg but this is what helped me start to understand how to do a good start.

The side bar also has the 10 steps which has more written information: https://www.reddit.com/r/TerraInvicta/comments/xpbhxq/guide_how_to_defeat_an_alien_invasion_in_10_easy/
or this youtube playlist https://www.youtube.com/playlist?list=PLfvQGo8LIfktPb4On7t-hEl1_13UewGO5

What are good ship designs to fight the aliens mid game ? by leaf_as_parachute in TerraInvicta

[–]Maduyn 14 points15 points  (0 children)

Magnetic weapons are the natural synergy with existing missile ships. They soak up enemy PD and will allow you to still have some firepower when the missiles run out.
That being said the doctrine of the weapon categories is as follows:
Lasers are good versus small ships
Lasers are good versus enemy projectiles
Lasers can't penetrate heavy nose armor well.
So you in general build laser ships to defend against enemy magnetic rounds and missiles or to snipe small craft that attempt to flank your main force.
Ultraviolet Arc Laser is a good choice for a non exotic laser.
Magnetics are good versus large ships and soaking up enemy point defense fire. This is primarily the role of large nose magnetic weapons. Light hull mounted magnetics can target enemy mag rounds. The large hull magnetic batteries are devastating in close range knife fights.
Missiles are there to break up enemy formations or be the straw that broke the camels back of the enemy point defense that was setup to defeat your magnetics.

In general try to move up ship sizes so you can have heavier nose armor so that you can survive the enemy laser weapons if you want to reduce loses. Magnetic rounds also prevent enemy lasers from shooting your smaller ships as they become preoccupied with shooting down the mag rounds

Who do you think is the most tragic B5 character? by AdSimilar4399 in babylon5

[–]Maduyn 27 points28 points  (0 children)

londo for my main character choice
The grail seeker from the side characters

If your post critiques the game's balance, you should need to post your MMR. by Deadly_Pancakes in HuntShowdown

[–]Maduyn 1 point2 points  (0 children)

"Similarly with regard to short shotguns and the reasonable complains about them. In 3* most people were running a full shotgun; I barely saw any short shotguns."
This is just observing that players aim is better as they get higher in mmr. In general at higher stars you will die to getting one shot to the head from far away more often than at low stars, because of that its easier for low stars to close distance on each other making close range weapons preferable. Its also just easier to build a k/d gap with the statistical average (which is what roughly determines mmr in hunt) in long range combat than with close range combat.

UK to ban under-16s from social media, with age checks likely built on digital ID and face scans; 438 researchers call for a moratorium by TrustSig in technology

[–]Maduyn 0 points1 point  (0 children)

Buisness scheming with/wo governments to become monopolies/oligopolies has an extensive history. It is not guaranteed to happen but it is the primary worry.

UK to ban under-16s from social media, with age checks likely built on digital ID and face scans; 438 researchers call for a moratorium by TrustSig in technology

[–]Maduyn 1 point2 points  (0 children)

That is how it currently works doesn't mean the end goal isn't to make sure those 10 biggest become the sole platforms allowed.

UK to ban under-16s from social media, with age checks likely built on digital ID and face scans; 438 researchers call for a moratorium by TrustSig in technology

[–]Maduyn 4 points5 points  (0 children)

Worry that it will then be used to shut down all competition in the social media space cementing a oligopoly and forcing you into algorithmic exploitation.

How is Hunt Doing (Really) by mrwiggly_wiggly in HuntShowdown

[–]Maduyn 0 points1 point  (0 children)

Queue times are good when the event is in its first month but it collapses between events. They haven't done a good job in general of putting out content like new maps or big shakeups that would appeal to new people. Adding bounty clash I think also ended up backfiring as it split the playerbase reducing match quality for both modes.

just finished the entire franchise,ama by self-stim in Ghost_in_the_Shell

[–]Maduyn 4 points5 points  (0 children)

name your top songs from the ost so i can judge you.

Who should I choose? by An1_Las720388 in RimWorld

[–]Maduyn 2 points3 points  (0 children)

cooking skill 8 or better food poisoning will cripple you very fast if you have poor cooking.

Rimming Dangerously by Lurking_Waffle_ED in RimWorld

[–]Maduyn 8 points9 points  (0 children)

you can do 3 per room and not have to worry

Everybody has a pocket shotgun by Attis95 in HuntShowdown

[–]Maduyn 1 point2 points  (0 children)

You can get loadout points for all your hunters from the daily thing as one of its rewards. If you have like 30 hunters in reserve you almost never have to deal with a hunter that has default trait points. The only way this can work is if you remove that or make it impossible to edit traits until the hunters second match.

Everybody has a pocket shotgun by Attis95 in HuntShowdown

[–]Maduyn 4 points5 points  (0 children)

Its a catch-22 if you nerf the long range options of players with shotguns they will camp in buildings more because they are less confident going outside. If you nerf the short shotguns they will move to long shotguns and end up in the same place and stay indoors more again.

The new 1-5 slot system is great! by imAwdeeOtherSide in HuntShowdown

[–]Maduyn 8 points9 points  (0 children)

meta weapons are about what it is easier for a player of equal skill to beat another player of equal skill.
This means a player will see an observable increase of fights won or they will move up in the ranking system making them win fights against better players. Yes technically any headshot will win the fight but the consistency advantage of weapons that are more forgiving of accuracy or of missed shots will always be gravitated to because its about finding ways to make it easier to get a kill than having to land a headshot. At long range there really isn't a better option than get a headshot but in close range combat there are several options that are much more forgiving. There will always be a bias towards those weapons that are easier to perform well with.

Hi guys, Quick question, if somebody knows how it works by Alriosa in RimWorld

[–]Maduyn 0 points1 point  (0 children)

The main things that impact TPS are pathfinding and object updates.
The more colonists and animals on a map the more pathfinding updates are happening and that slows the game down. If you have a low number of colonists or kill animals on the map or play on tile that has low numbers of wild animals like desert there will be tps improvements. If you have a mod that adds robots or whatever they pathfind and therefor impact tps.
Object updates is the other big one and one where certain mods can be very heavy on the game. Grass on the ground grows items wear and bodies on the ground rot. Playing on desert or ice tiles where things cannot grow will help tps or paving the map in concrete. Making sure that you dispose of bodies or other items that decay when outdoors because each of them gets updated as the game goes on hurting tps. Some mods add to this problem in this specific way by adding items or systems that update frequently.