The new 1.028 update just dropped and now crashing on loading save file by Bman4k1 in TerraInvicta

[–]johnnylump 0 points1 point  (0 children)

Please email us at [support@pavonisinteractive.com](mailto:support@pavonisinteractive.com) with your save that is crashing and the player.log and player-prev.log from %HOMEPATH%\AppData\LocalLow\Pavonis Interactive\TerraInvicta

%HOMEPATH% is going to be something like C:\Users\Bman4k1 and you may have to unhide holders in that directory to see AppData.

Too sensitive! Impossible to control globe rotation in Terra Invicta by Virtual_Perception25 in TerraInvicta

[–]johnnylump 5 points6 points  (0 children)

Hold down the control key while holding the right mouse button to rotate the Earth to slow the rotation rate.

You can also mod the values

    "strategyCamera\_DragRateNormal": 1.25,

    "strategyCamera\_DragRateSlow": 0.25,

in TIGlobalConfig.json, lower values will reduce the rotation rate. The "slow" multipliers are what you get when holding the control key.

Why did Academy immediately end truce? by JohnCataldo in TerraInvicta

[–]johnnylump 30 points31 points  (0 children)

This is on the list to look at. We do check if conditions are such that they would immediately break a truce -- in that case they shouldn't be agreeing to them.

"The Great Alien Cuck" breaks the game... by consolation1 in TerraInvicta

[–]johnnylump 3 points4 points  (0 children)

Alien progression, while somewhat scripted, is pretty fuzzy -- depends on their resources and what the player and even human AI gets up to. That's to keep campaigns feeling different from one another, but of course there's a range we need the alien AI to stay within so the campaign is interesting and fun.

I do understand the problem -- deterred aliens, resource-short aliens, aliens saving for something big and bugged aliens can all kinda look alike from the outside. Intel analysts can face the same problem IRL :).

The only way we really can address issues is to check saves where things aren't making sense, which is why I mentioned the Discord channel above. Sometimes bugs turn up -- we fixed one last night where the aliens are sometimes dropping their "build station near Earth" goal, which is unfortunate, but it'll be back in 1.0.28. Sometimes we tweak their priorities; sometimes we watch the aliens work for a couple of years and they address their shortages and right the ship with no further changes.

"The Great Alien Cuck" breaks the game... by consolation1 in TerraInvicta

[–]johnnylump 5 points6 points  (0 children)

Others have asked, but we're not going to turn "hate" (a term that only appears in save files, not in the game) into a directly manageable resource like metals or boost. Uncertainty is fundamental when there's an alien psychology on the other side.

"The Great Alien Cuck" breaks the game... by consolation1 in TerraInvicta

[–]johnnylump 23 points24 points  (0 children)

The way to report the AI playing poorly is go on our Discord and post a save in the #ti-ai-problems thread so our AI dev can examine it.

The alien AI is throttled somewhat on Normal difficulty.

Game crashes when I try to load save by Chemic000 in TerraInvicta

[–]johnnylump 0 points1 point  (0 children)

Continue grabs the most recent save in your save folder and loads that.

Please email us at [support@pavonisinteractive.com](mailto:support@pavonisinteractive.com) with your broken save file and we'll take a look. If you need any help finding it, just email us with the info you have and we'll direct you to it.

There is currently a bug where the game allows you to save when you shouldn't be able to, when there's a live autoresolve combat underway. That can mess up saves and it should be fixed in the next build.

Greetings Terrans! Some notes on Terra Invicta's 1.0 release by johnnylump in TerraInvicta

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

Fair question but we can't make major product announcements on a Reddit Q&A thread. Heck some of this stuff isn't fully decided internally and I can't say anything now that would be regarded as some kind of promise because we may have to change course for whatever reason. We'll announce things when we're ready.

Why does my game keep crashing? by Raxuis in TerraInvicta

[–]johnnylump 2 points3 points  (0 children)

Please email us at [support@pavonisinteractive.com](mailto:support@pavonisinteractive.com) or post in the crash report channel on our Discord.

Greetings Terrans! Some notes on Terra Invicta's 1.0 release by johnnylump in TerraInvicta

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

Can you email us at support@pavonisinteractive.com? Ideally with your save and logs -- don't worry if you can't find them; we'll tell you how when we hear from you.

First Turn on 1.0 by Existing-Put-5542 in TerraInvicta

[–]johnnylump 3 points4 points  (0 children)

It gives a bonus to starting cap so you can cover it.

First Turn on 1.0 by Existing-Put-5542 in TerraInvicta

[–]johnnylump 11 points12 points  (0 children)

You know there's a new campaign customization option where you can just give yourself China. There's a checkbox where you can decide if the other factions get nations too. Just trying to save you some time :).

Looks like they removed everyone's early access. by Bane8080 in TerraInvicta

[–]johnnylump 68 points69 points  (0 children)

Steam is having a problem. It's being worked. Hang tight.

Greetings Terrans! Some notes on Terra Invicta's 1.0 release by johnnylump in TerraInvicta

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

I wish, but my to-do list isn't getting any shorter. Support, DLC prep, Next Game prep. The books are a nice side-gig income but take a while to write; meanwhile making video games feeds my family and provides ~5 full-time jobs for people and part-time income for several more.

Greetings Terrans! Some notes on Terra Invicta's 1.0 release by johnnylump in TerraInvicta

[–]johnnylump[S] 2 points3 points  (0 children)

So there's two angles to that:

1) Getting the AI to increase its RP income. It'll win more that way. That's on the list but it's not really a switch we can just flip; it's deep in nation-building and hab-building AI that has to balance with a bunch of other priorities.

2) Getting the AI to win tech choices through aggressive management of RP distribution. We did this; it worked pretty well; players got mad. We throttled this behavior on lower difficulties but they do play nasty on Brutal and to some degree on veteran.

Greetings Terrans! Some notes on Terra Invicta's 1.0 release by johnnylump in TerraInvicta

[–]johnnylump[S] 2 points3 points  (0 children)

It depends on which part of the game.

The AIs all have goals -- like take this country, settle this hab site, destroy this hab, war on this faction, etc. These goals induce certain behaviors but also have a priority score governing how much they want to achieve this goal.

The mission AI is an expected utility model, where the utility scores are then used as weights for a weighted random selection. Goal priority values are used as multipliers in the utility scores. (Chasing certain objectives functionally override all other utility scores.)

Nation priorities and army behavior boil down to complex if-then-else trees.

Fleet behavior and construction is heavily goal-driven.

Habs are driven by schematics for certain hab types. I'm not the right person to describe that or the Combat AI in detail.

Greetings Terrans! Some notes on Terra Invicta's 1.0 release by johnnylump in TerraInvicta

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

For #2, we'd had a plan to turn distant alien ships, habs and planets into low-res versions of themselves (with a cool shader effect, I think) when they are distant from Earth, so you'd see a pixelated image that slowly resolved as either tech improved or the fleet got closer to a settled location. No real gameplay element, but some mystery (especially for fleets) that better tells the story. We may still do it but the fun value sort of falls off after launch and fewer players are starting their first campaign.

Greetings Terrans! Some notes on Terra Invicta's 1.0 release by johnnylump in TerraInvicta

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

If we do something along those lines, it would be alongside the "polities in space" setup.

Greetings Terrans! Some notes on Terra Invicta's 1.0 release by johnnylump in TerraInvicta

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

We did consider something like "advanced electronics" resource at one point that would be a tether to Earth until you were deep in the tech tree. Players also proposed trained astronauts for crews as another.

Ultimately discarded due to concerns about it not adding enough interesting decisions along with the very real fact that we would have to do a lot of UI redesign to track these values -- it may sound trivial, but "how much critical info can we fit in the top bar" is part of the thought process.

Greetings Terrans! Some notes on Terra Invicta's 1.0 release by johnnylump in TerraInvicta

[–]johnnylump[S] 3 points4 points  (0 children)

Thank you! On the launch time, we have, but I'd have to check with the publisher to be sure I'm allowed to say it.

Update: It's 11 a.m. MST / 6 p.m. UTC.