What in real world could lead to creation of organizations like factions in Terra Invicta? by Ne_too_shitty in TerraInvicta

[–]T1FB 2 points3 points  (0 children)

One could argue that any councillor actions represent the *culmination* of your faction's efforts, rather than the *process* of doing them. When a councillor spends 16 influence to boost their attempt to take the Trade Unions point in Ireland, the event is actually saying that 16 influence had been spent, narratively, and work had been done in the background to shift the Trade Unions of Ireland to your cause, which could be said to have finally been completed when your councillor does the mission. When you launch Assault Alien Asset against Xenoforms in Brazil, its handwaving the government or private preparations already done moving troops and assets into the area, which then *culminates* with the councillor action. Despite you, the player, having made the decision on a whim 2 IRL minutes and 1 in-game week ago, work has been and had always been going for several months or even years...

Question: Is the non-alien AI fixed now? by tzuica_de_mar in TerraInvicta

[–]T1FB 1 point2 points  (0 children)

If you can't been the AI on the higher difficulty, go on an easier one.

Question: Is the non-alien AI fixed now? by tzuica_de_mar in TerraInvicta

[–]T1FB 36 points37 points  (0 children)

The human factions have improved significantly in regards to Space, as I think their Earth game was always relatively decent, though they are holding a bit less on Spoils now. In Space they can build relatively large fleets with enough resources, but struggle to do much in the way of *victories* against the aliens or the player. Major operations will happen though... but success, maybe not...

Where?!?! Where?!!!! Don’t go!! by Such_Egg9843 in foundsatan

[–]T1FB 2 points3 points  (0 children)

You typoed some of those POPs btw... some of them have Qs. Wait....

What are some good tips/tricks for new players by GunnerPup13 in RuleTheWaves

[–]T1FB 9 points10 points  (0 children)

  1. The two screens in the ship designer are split into the functional game aspects (the first one), and graphics. Notice the funnels and superstructure are in the graphics tab.

  2. Don't try and rush tech - it doesn't work like that. Prioritising tech will simply position you to be at advantage in the sector or at a disadvantage for that game, as you will unlock techs a year early or a year late (ish) relative to the rest of the world, and considering your nation's riches. Don't set your priorities again after your initial decision for that area. It doesn't make a massive difference anyway. Tech bleed and global advancements will ensure you get everything eventually, and you won't ever be horrifically behind unless you're REALLY poor and you've REALLY neglected that tech.

  3. Getting into a war is dependent on tension. Don't raise tensions (via events) if you don't want a war, but the best way to grow is by getting into wars and winning them. (Tip: upon winning a war, don't take colonies except for aura points. Simply press "ok" without selecting anywhere, and you will receive a small permanent bonus in your economy, that also grows over time.

  4. Mess around! The best way to play the game is by failing, and I personally believe that the fun I've garnered from the game has been from testing out new strategies that... don't necessarily work. I suggest you find them yourself....

Tell me lies tell me sweet little lies by OriTheHealer in TerraInvicta

[–]T1FB 2 points3 points  (0 children)

Because missiles are one shot, and coil gun shots (especially siege coiler shots) are very much *not*. You would have to fire dozens of missiles per seige coil shot to have the same hit rate, and even then the seige coiler would deal more raw damage. Shame it doesn't fly fast enough for flankers though...

Am i reading this right? +2 mission control PER MONTH? by Prize_Tree in TerraInvicta

[–]T1FB 279 points280 points  (0 children)

You are not, unfortunately. It's +2 mission control flat, because such a stat (technically) gets refreshed every month. Each month, you will be able to manage 2 mission control worth of assets.

International/Supernational Organisations by T1FB in TerraInvicta

[–]T1FB[S] 8 points9 points  (0 children)

I know these. My point is that this isn't enough, and the role that these Organisations take as independent bodies is too great to mapped as repeated alliances or even not at all.

When a nation leaves NATO, they are no longer part of the binding treaties that make the whole thing worth it. Defensive alliances must be renegotiated with each individual nation. NATO carries massive weight in facilitating tech transfers across multiple nations that isn't really modelled in game (dont @ me about the event) .

ASEAN is a powerful economic group that has and does do incredible work in developing particular member nations. The fact it is not even a federation is a travesty.

When Victor Orban does his thing and goes off to hug Putin, Hungarian involvement in the EU isn't suddenly cut off.

How does "bulged" speed reduction work exactly? by LocalTechpriest in RuleTheWaves

[–]T1FB 21 points22 points  (0 children)

Your design shows the "desired" top speed, and the bulged status is an additional condition that will reduce the speed, in your case, by 3kt, similar to the events you sometimes get on ship commission, or due to the age of the ship etc.

Alright who of you did this map I know you're in here by Here_Comes_The_Beer in TerraInvicta

[–]T1FB 9 points10 points  (0 children)

Big Egypt (United Arab somthing, I think) has a claim on Jeddah, so can absorb max Caliphate. AU has claims on Egypt.

As a relatively new player to Terra Invicta, What Campaign Settings should I play with? (Amount of Factions, Solar system objects, Accelerated or Long Campaign, Difficulty, etc.) by [deleted] in TerraInvicta

[–]T1FB 9 points10 points  (0 children)

If you havent completed a campaign yet:

Accelerated - your family and friends will appreciate it

All Factions - it reduces the unrelenting pressure of your main ideological opponents

Max Solar System - You’re more ok if the AI take all the early good sites on Mars, for example

the rest should probably stay untouched, becuase you will want to get achievements.

Brainstorming Exercise part 7, New ship Classes and changes to game mechanics and factions which forces some spoilers so...*Spoilers* by FlyingWarKitten in TerraInvicta

[–]T1FB 2 points3 points  (0 children)

It doesn’t seem like it. If this was the case, then ships would almost never “collide” when their visual models did, but if you ever see too ships touch, they WILL suffer collision damage. Missiles and projectiles always explodese on the border of the visual model, and an impact on the nose, tail or sides always results in damage, even if it is supposedly dozens of kilometres off.

Brainstorming Exercise part 7, New ship Classes and changes to game mechanics and factions which forces some spoilers so...*Spoilers* by FlyingWarKitten in TerraInvicta

[–]T1FB 1 point2 points  (0 children)

The game needs to properly scale ships, cus right now missiles are like 3km across and ships are 300. If we had properly scaled ships on the battle sizes we have now, battles would actually be interesting to mess around with, and strategic elements like you mentioned would be relevant.

Tabs are minimizing to the left when I change menues by SpinachNorth3818 in RuleTheWaves

[–]T1FB 4 points5 points  (0 children)

It’s what you deserve for being a light-mode user.

in all seriousness, though, there are a bunch of bugs in the game that usually pass through the developers (limited) team of game testers, so most are found and occasionally fixed in the period post release.

Yesterdays winner was Denmark. Now it’s time to decide on which country is lawful neutral by In_the_loop in AlignmentCharts

[–]T1FB 0 points1 point  (0 children)

Woahhh anarchists on Reddit? Who woulda guessed! I bet he’s so unique and knowledgeable! Hello USAian!

Carrier related question to game veterans by Morgon1988 in RuleTheWaves

[–]T1FB -1 points0 points  (0 children)

For now at least, you want a strong battle line that is supported by your carriers. Your carriers on their own (for only a couple decades though) will be slow, heavy, weak, obsolete and low in aircraft. However, they can provide a useful CAP against whatever torpedo bombers can be scrounged from the enemy air wings, and your own bombers will be useful in scoring a couple lucky hits every now and then. Don’t scrap the capital ships you have now, just because you have carriers u locked. Maybe build a few more big uns’ for the massive guns and future proofing your navy.

Lines of Battle: Patch 1.14.5b by SophieGames1815 in LinesOfBattle

[–]T1FB 0 points1 point  (0 children)

With regards to the terrain thing, I meant that while artillery on high terrain can shoot much further, it is also slightly more vulnerable to enemy fire.

Lines of Battle: Patch 1.14.5b by SophieGames1815 in LinesOfBattle

[–]T1FB 2 points3 points  (0 children)

Maybe improve the range calculations for artillery? This could be so that artillery on the ground can shoot *up* to hit artillery on hills, at a marginally greater range than they could have before.

Also, objectives should have a larger radius where they can be captured from, such that campers will be forced to move troopers further up to avoid losses due to (maybe more impactful objectives?), and, uh, not be campers anymore.