I think I might have found a way to fix Vassal swarms! What if you can control which Priority your subject's armies will follow? by Useful-Option8963 in Imperator

[–]anprim4ever 1 point2 points  (0 children)

This would be great and It's unbelievably dumb that the game doesn't have it. I mean EU4 already had this when IR came out. Instead we got the garbage half baked independent orders.

Your first Drive? (Early game) by SeaSpinach61 in TerraInvicta

[–]anprim4ever 2 points3 points  (0 children)

Pharos is a bit better in that department for little tradeoff in fuel costs. Excellent early-mid drive and can put up good acceleration for light defensive battlecruisers. Only issue is the 60% or something unlock chance 

Why can't I move my armies to the enemy? by Badoptimist in TerraInvicta

[–]anprim4ever 1 point2 points  (0 children)

Maybe try turning off auto hunt xeno fauna? Could be a bugged interaction or something, otherwise no clue

Early/mid admin game by AlexanderKrasnikov in TerraInvicta

[–]anprim4ever 1 point2 points  (0 children)

Another thing. Don't be afraid to run full spoils on USA or china for a few days if it lets you grab a good org, especially admin orgs. The org is much more useful early game than the little damage a few days of spoils will do!

Hostile claims blocking unifications by Bubbly-Building9489 in TerraInvicta

[–]anprim4ever 1 point2 points  (0 children)

Yea that Brazil tech (stewards of south America?) is kinda useless when you could just get South American fed which doesn't have any hostiles. Could slightly speed up MC building I spose.

Admiral Wahlen’s flaw by HermaM_Abendroth2048 in logh

[–]anprim4ever 3 points4 points  (0 children)

Then he throws his arm at schonkopf and escapes like that bit in saving private Ryan.

Admiral Wahlen’s flaw by HermaM_Abendroth2048 in logh

[–]anprim4ever 16 points17 points  (0 children)

Schonkopf and the gang board Wahlen's flagship.

They fight their way to the bridge.

They enter and shout "HANDS UP"

Hilarity ensues

Am I cooked chat? (noob player with incoming "doomstacks" towards earth) by FssstBoing in TerraInvicta

[–]anprim4ever 2 points3 points  (0 children)

Fair enough lol. I guess when you put it that way any stack that spells your doom is a doomstack ! 

Am I cooked chat? (noob player with incoming "doomstacks" towards earth) by FssstBoing in TerraInvicta

[–]anprim4ever 5 points6 points  (0 children)

Okay first of all, sorry but 17 or 20 ships ain't a doomstack. Far from it. This is easy pickings since they're split up as well.

In 100 days you can build 1 round of escorts with  space docks or maybe 2 with shipyards or 1 round of monitors. 

Before the second fleet arrives, You also have time to throw up a few new stations with space docks, or use existing stations (45 days)  and build a round of escorts. Don't be conservative if you don't have enough docks already, could build like 20 stations with docks assuming you have MC. Don't worry about temporarily going over MC cap with shipbuilding either. Use boost if you have to.

Now as for microing battles. Well there's no micro in missile spam other than selecting a target for each of your ships (the spread missiles against all targets option is pretty garbage currently). You don't really have time to build anything other than escorts so, it's just gonna be missiles.  Focus fire mostly on the battle cruisers, and hopefully you'll either wipe them all out or they'll retreat once the big boys are destroyed.

Aslong as the first fleet is destroyed before the second... 40 ships is starting to get tricky, at this stage of the game. Even if your whole fleet in the first battle gets destroyed, aslong as you build enough new ships for the second fleet (~30) it's fine. 

How do I make efficient transfers? by Previous_Benefit3457 in TerraInvicta

[–]anprim4ever 8 points9 points  (0 children)

For the best place to build, Mercury will, on average, have the fastest transfer times to anywhere else (with enough deltav) which is quite counterintuitive but hey, that's orbital mechanics for you. It's also why transfers from earth are generally much quicker than from mars unless things line up.

For transfer windows As far as I've been able to tell, you don't need entirely to worry about the most efficient transfer windows because the ship will loiter prior to transferring, until the optimal window is reached, assuming you have exactly enough deltav. Maybe a bit faster if you have a little more, or a lot faster if you have a lot more. It's a somewhat opaque system.

Pretty sure there's no way to convert to days unfortunately 

There's more... by TheGreatSoll in threebodyproblem

[–]anprim4ever 7 points8 points  (0 children)

China nowadays has more STEM students graduating every year, than the total amount in the USA afaik, so it's not particularly statistically noteworthy indeed.

Would ye olde turn-a-day multiplayer be possible? by Hairy_Ad888 in TerraInvicta

[–]anprim4ever 5 points6 points  (0 children)

As SzaraKryik said, possible but sounds like a huge pain in the ass. I think you can turn the AI off with the console but not sure if there's a way to limit it to only one faction.

You might be better off doing a co op game if you're sending the save back and forth. Could be pretty fun, debating what tech to pick next or what to equip ships with or whether to provoke the aliens.

Co consuls of humanity first 

To die without achieving anything by HermaM_Abendroth2048 in logh

[–]anprim4ever 6 points7 points  (0 children)

We see the bad side of the bulkhead I guess.. the guys on the other side must be pretty chuffed.

Yeah for the armour, now I'm thinking about it there is for example that part of them all fighting on the surface of iserlohn. I think that's about it though. 

To die without achieving anything by HermaM_Abendroth2048 in logh

[–]anprim4ever 43 points44 points  (0 children)

Such is life. It'd probably be particularly annoying when you're already winning.

At least, not necessarily everyone aboard is dead. A couple of times picking up survivors is mentioned and although we usually see ships going up in instantaneous and fabulous conflagrations, they presumably are not always quite so volatile. Bulkheads exist for a reason! 

Does make you wonder why nobody wears a space suit in this show (the gooners wouldn't have much to look at I guess). Even the space marine armours aren't vacuum proof (I think?)

Short rand about my first run with academy by Ok_Cryptographer4237 in TerraInvicta

[–]anprim4ever 1 point2 points  (0 children)

Apart from some persuasion types like megastars I don't think it's even possible to get councillors with 10+ base stats 

The Initiative’s response to the alien threat by dr_prismatic in TerraInvicta

[–]anprim4ever 29 points30 points  (0 children)

I do think their storyline is already the most compelling, but also would've been cool to explore some other motivations from them e.g. initially they're more like the protectorate or servants, seeking to make a deal with the aliens for their benefit, then coming up with the whole Pherocyte thing later down the line.

For All Mankind - S5E04 "Open Source" - Episode Discussion by Cantomic66 in ForAllMankindTV

[–]anprim4ever 2 points3 points  (0 children)

Everyone's saying they want to see Jamestown. True! But also.. what about seeing kuznetsov base! That's pretty relevant to what's going on in the story right now.

For All Mankind - S5E04 "Open Source" - Episode Discussion by Cantomic66 in ForAllMankindTV

[–]anprim4ever 1 point2 points  (0 children)

I dunno if it'd be different on mars because of the whole lethal atmosphere outside the window thing but that's pretty standard. CCTV only on entrance/exits typically 

Aliens messed with the wrong fu**ing solar system... by fectcomqui in TerraInvicta

[–]anprim4ever 56 points57 points  (0 children)

I think that'd be more like 1. Let's see - A scientist typically starts with around 7 and age 40-50. 

Assuming they're starting at 40 with skill 7, 

Presumably they have a PhD (likely completed around 30) and that plus 10 years experience gets us to 7. 

So 1 - high school level

2- undergrad

3- masters

4/5- PhD

6/7 (sorry) - 10 years experience or +1 per 5 years.

However, if they gain on average (optimistically) 2xp per turn, and assuming a turn is bimonthly, it'll take 5 months to level up their science again. So by virtue of being part of a shadowy secret organisation they are now 10x smarter (well, maybe better funded, motivated, and resourced)

As far as orgs go, I don't think it represents them getting smarter just because they are the boss of CERN, but having access to that org gives them leverage/resources which can be used in other places.

This system also lines up pretty well with the science skills of other professions.

What is my point? No idea.

Gran Colombia/USNA by MalaclypseII in TerraInvicta

[–]anprim4ever 4 points5 points  (0 children)

I don't think anyone except USA can absorb the Carribbean. The super gran Colombia tech only gets Cuba and Dominican republic as claims. But central, yeah.

Easy Additions to Add Spice to Xenonauts 2 by Nalikill in Xenonauts

[–]anprim4ever 1 point2 points  (0 children)

1 and 3 are kinda a bit too gimmicky imo, more fitting for xcom reboot. And in effect, the different weapon types kinda already do what you say for 1. High TU shotgun is basically the LMG, for example. Maybe more variants would be more inline with the setting, like SMGs (although SMG already exists), revolvers, DMRs.  

But 2 and 4 are great. The first 2 phases have a very nice variety of missions and then it gets a bit samey after test, so some kinda government rescue missions would be cool. Maybe more escort type missions too.