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Phrosphor
Feb 25, 2007

Urbanisation



Spot the mistake.

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IAmThatIs
Nov 17, 2014

Wasteland Style
I see no mistake, Genosse

E: other than the annexation of DDR by capitalist pig dogs of course

Phrosphor
Feb 25, 2007

Urbanisation

IAmThatIs posted:

I see no mistake, Genosse

E: other than the annexation of DDR by capitalist pig dogs of course

It's an interesting choice of flag considering I was unifying with all of Germany. There was no fractured state.

Brejoin is complete, we only have to rescue those perfidious Italians from the grips of The Academy and we will have a fully unified European Union to reach for the stars!

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Phrosphor posted:



Spot the mistake.

Austria is forbidden from unifying with Germany, so this is impossible?

Phrosphor
Feb 25, 2007

Urbanisation

This playthrough is going great now. I have all of the EU unified (except Italy, but we are just waiting out the federation timer to bring them into the fold), all of the US and now we also have Russia which is almost fully unified as well. I managed to grab the best two mine sites on Mars and we are getting ready to grab Ceres as well.

We ended up grabbing Russia because the servants managed to purge the exec control point from the Academy and grab it giving them access to nukes. They instantly declared war on Sudan and started moving the armies they controlled south and I panicked that nukes were next. The same turn they grabbed the exec I unlocked the special Org for completing the Freedom Fighters tech (It's totally not XCOM, seriously, not XCOM), and gave it to my chief spy - boosting her Investigation to 14. With a little help from all of my politicians campaigning in Russia I was able to crackdown and purge a weak point in Russia then took a roll on getting the exec off the servants. I did it and was able to cancel the war and take the whole country. Now I have the highest Boost income of all the factions and a ton of territory. Because I have been unifying I am only slightly over the CP cap and once I get Italy back in the EU that won't be an issue.


Her stats after equipping said Org.


Pictured, totally not XCOM


The only really concerning Nuke Haver left is China, but right now the Servants only have 2 CP there and until that changes I am happy to focus on space.

Never gotten to this stage before and pivoting from Land Grab mode to, Space Industrialization is interesting. Getting an early mine on the moon meant I had enough raw materials to build two habs, two fission piles and one mine on mars the second my probe got there. As soon as I have the boost refilled I will get the last mine dispatched so they get up and running as soon as they arrive there.

Once that is done our income should support ship building, and I am planning on deploying three 'Ur' class Monitor's with 4x Rattler Missile turrets and Pandermotive drives to defend earth. I find ship building so overwhelming right now. How much of a heatsink do I need? Radiators? Is this enough armor?

It's great I can't stop playing this game.


My income at the end of my second stream.
(NB: An event halved my Mission Control income, it is usually double what you see)

Bremen
Jul 20, 2006

Our God..... is an awesome God

Phrosphor posted:

Once that is done our income should support ship building, and I am planning on deploying three 'Ur' class Monitor's with 4x Rattler Missile turrets and Pandermotive drives to defend earth. I find ship building so overwhelming right now. How much of a heatsink do I need? Radiators? Is this enough armor?

It's great I can't stop playing this game.


My income at the end of my second stream.
(NB: An event halved my Mission Control income, it is usually double what you see)

Panderomotive is, IIRC, high fuel efficiency but abysmal acceleration. But I guess if you're using missiles and don't expect the enemy to try to avoid you in any way that could work.

Power plants (and maybe some other systems) generate heat, which have to be dispersed by radiators - your ship automatically has enough radiators to disperse the heat, you don't pick and choose (the various radiators are mainly tradeoffs between weight and combat vulnerability). However, radiators are very vulnerable in combat so you can choose to retract them, which means you have to use power from batteries instead of your generator, or any heat produced has to be temporarily stored in heat sinks. If you can't sink any more heat the radiators will automatically extend, and then get blown up and your ship will melt (I assume). If you're exclusively using missiles, which don't take any power to fire, you can probably get away with a very minor heat sink/battery, and just use whatever radiator weighs the least per unit of heat dispersed - heat management is probably more an issue for mass drivers or (especially) lasers.

As for armor, more is obviously better, but armor is heavy. I also designed my early warships on the philosophy that if my ships aren't surrounding the massively technologically superior enemy, all pointing inwards, then they're already dead, so I only bothered armoring the nose (I gave mine 3 armor each, and they best that can be said is they didn't die on the first hit). One assumes if you're getting to the point of building larger ships, particularly ones that will be dealing with multiple enemies, then lateral and rear armor becomes more important.

Of course, my first space battle with the aliens was a miserable failure (I consider it a moral victory because the five human ships did manage to inflict some damage before being destroyed), so my advice might not be the best out there.

Blorange
Jan 31, 2007

A wizard did it

This game is excellent, it's 2026 and I've managed to Unify the EU and have control over North America. Exodus controls Russia, but the big problem is the Servants. How screwed is my run if they have full control of China and the majority of India? They're starting to form the pan-asian federation. The US and EU armies have a slight tech edge, should I push that further and try to kick them out militarily?

Space is going better, one of the Mars sites I'm mining has 17 fissiles, which seems like a lot. Is there a good spaceship component tree that I can push to take advantage of that?

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






I had so much fun with the demo, although I foolishly didn’t keep it after the shutdown.

Looking forward a lot to the main game. Some of the writing and characterisation is SMAC tier.

Ghostlight
Sep 25, 2009

maybe for one second you can pause; try to step into another person's perspective, and understand that a watermelon is cursing me



Phrosphor posted:



Spot the mistake.
left-handed shake

Radia
Jul 14, 2021

And someday, together.. We'll shine.

Ghostlight posted:

left-handed shake

Defiance Industries
Jul 22, 2010

A five-star manufacturer



Are characters totally procedural? Because that's a conspicuous name for a machine to just spit out, and if it's not, putting it on a lady is an interesting decision.

Phrosphor
Feb 25, 2007

Urbanisation

Defiance Industries posted:

Are characters totally procedural? Because that's a conspicuous name for a machine to just spit out, and if it's not, putting it on a lady is an interesting decision.

I was taking naming suggestions from chat while I was streaming. My councilors are called

Mr Noodles, Jam Beans, Sun-Tzu Liao, Corgi and Faith Chambers.

My orbital dockyard is called... VTuber Nation...

Danaru
Jun 5, 2012

何 ??
I'm super excited for the full game, I played about two hours and found out you couldn't save, so :negative: really liked what I played though

Furism
Feb 21, 2006

Live long and headbang
The demo is up again. However it's the same build as last time, they didn't patch it with all the fixes and improvements they made in the last few months.

Pavonis Interactive posted:

Please note we haven't updated it with all the improvements and bug fixes we've made since June -- we made a decision to keep our focus on the game itself rather than try to also maintain a demo. But if you've wanted another taste of Terra Invicta, have at it!

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER

Furism posted:

The demo is up again. However it's the same build as last time, they didn't patch it with all the fixes and improvements they made in the last few months.

Can we save at least? If not, I'm still going to wait for the full release.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Not being able to save ain't poo poo to me, when I was 13 I rented a playstation and FFT because I wanted to play it so badly, but with no memory card, I just had to keep that sumbitch on for five days straight (then I had to give it back to the video store)

Furism
Feb 21, 2006

Live long and headbang

CommissarMega posted:

Can we save at least? If not, I'm still going to wait for the full release.

No, it's literally the same build as the last one.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER

Furism posted:

No, it's literally the same build as the last one.

Gotcha, guess I'll just keep waiting then :shobon:

Ego Trip
Aug 28, 2012

A tenacious little mouse!


Demo is back up if you missed it.

...or awful told me there were no new posts until I made this one :tinfoil:

Bremen
Jul 20, 2006

Our God..... is an awesome God
Early Access release on September 26. $40.

Reading between the lines it sounds like they felt the release date was slipping again but didn't want to delay it yet again, and probably also didn't want the hype from the demo to completely vanish.

Arven
Sep 23, 2007
It was also the start date in the game itself, so they were probably planning it for a while.

Demiurge4
Aug 10, 2011

I'm looking forward to see if they got any further with the space layer. What they had in the demo felt very placeholder, they had ship roles (transport, escort etc.) that didn't have any real impact besides hardpoints. The transport especially implies the idea is to have real logistics in space and you have to move resources around to produce stuff, but in the demo the space resources are global and anything mined on Mars is instantly available on Earth.

Blorange
Jan 31, 2007

A wizard did it

Transport means troop transport, for conquering stations and habs. As far as I can tell, they're purely for organizing your fleet and giving the auto-designer a template to target.

Stairmaster
Jun 8, 2012

four days homies https://www.youtube.com/watch?v=M1moqo_QmRY

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER

Bit disappointed to see that taking over/forming the EU has been nerfed a bit, but I am looking forward to pulling a Putin and taking over the US, not gonna lie. Hoping the Academy isn't as hardmode as Perun says it is though, they seem like the faction I'd like to start with.

Furism
Feb 21, 2006

Live long and headbang
The Academy doesn't sound at all like something Putin would do. I picture him more as a "Humanity First" kind of guy. Unless your head roleplay it as "Okay I'll cooperate if you let me rule earth on your behalf."

Bremen
Jul 20, 2006

Our God..... is an awesome God

CommissarMega posted:

Bit disappointed to see that taking over/forming the EU has been nerfed a bit, but I am looking forward to pulling a Putin and taking over the US, not gonna lie. Hoping the Academy isn't as hardmode as Perun says it is though, they seem like the faction I'd like to start with.

I'm actually kind of relieved that the initial scramble for Earth seems like more of a fight. In Perun's demo LP he managed to grab most of the world before the AI could and then it was basically just him vs the aliens in space, if the AI is good enough that the Earth ends up reasonably fragmented the initial space phase is going to be far more interesting.

Ego Trip
Aug 28, 2012

A tenacious little mouse!


The CP changes sound absolutely miserable.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Ego Trip posted:

The CP changes sound absolutely miserable.

Can I ask why? Is it just that more wealthy countries cost more CP now? Because I kind of like that, I still have a vision of a challenge campaign where I build up the southern hemisphere. I also love the change where going over cap makes it easier to lose nations because that prevents stuff like in the Perun demo LP where he goes way over cap to control most of the world and locks the other factions out of the game.

Other than that, counselor stats contributing to control cap is something I'm not sold on. I think it's more interesting than the old system but maybe gives counselors, particularly those three counselor stats, way too much power in the game. Also it's going to get annoying if one gets assassinated and suddenly you're way over cap. I'm thinking after an initial playthrough I might make a mod where your control cap starts relatively low but goes up each time you fulfill a faction objective, to give you more motivation to be doing things like investigating those alien crashes or staking out abductees to see what's up.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Well. From what I've been able to glean from these videos, it's a point of cap per point of stat. In a game where the vast majority of agents, at least early on when this most matters, cap out about six or seven in their best stat and the rest range from like 0 ~ 5. At those numbers, you're looking at something like ten points per agent- assuming their skill spread is weighted towards the ones that give cap in the first place. When you have a hundred+ cap base and a single superpower CP is ~25 points or so, I dunno exactly how impactful that's going to be.

Ego Trip
Aug 28, 2012

A tenacious little mouse!


I don't like the increased RNG around councilors, especially at the start and I don't like all the extra micro.

Making your CP cap a function of councilor abilities makes the starting RNG even more important and can make assassinations later in the game very difficult to recover from.

Making it harder to form super nations means that the individual countries stick around longer. Which means I have more CPs to defend, more opinions to raise, more unrest to lower, more investment to mange, etc.

I don't like Grand Strategy and I don't like what Jonny has done after Long War so maybe it shouldn't be a surprise that I don't like where TI is going.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Ego Trip posted:

I don't like the increased RNG around councilors, especially at the start and I don't like all the extra micro.

Making your CP cap a function of councilor abilities makes the starting RNG even more important and can make assassinations later in the game very difficult to recover from.

Making it harder to form super nations means that the individual countries stick around longer. Which means I have more CPs to defend, more opinions to raise, more unrest to lower, more investment to mange, etc.

I don't like Grand Strategy and I don't like what Jonny has done after Long War so maybe it shouldn't be a surprise that I don't like where TI is going.

Honestly, it seems like the lower CP cap means you'll control fewer nations and therefor probably have less micro this way. In his LP Perun basically filled his entire cap on the USA, and even expanding all out he's going to have US + Russia.

TI isn't a game about controlling the world, and I think Perun's demo run gave people a misconception there. It's a game about being a faction that influences part of the world and goes into space.

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






Looking at the tech trees it also seems like there’s separate routes for wanting a global mega state, or preferring to have countries all split up.

Demiurge4
Aug 10, 2011

Game drops today. Very excited to delve into the files and see if they improved anything on the ship design side, it would be very nice if the first generation of ships you can build aren't completely immobile.

Arven
Sep 23, 2007
Just a heads up for anyone who is a dummy like me, they sent out the kickstarter keys a few days ago and they're probably in your spam folder.

Bremen
Jul 20, 2006

Our God..... is an awesome God
The game's out and has a 10% off sale for the first week.

Edit: Apparently it's already being review bombed because Taiwan isn't part of China.

Bremen fucked around with this message at 19:40 on Sep 26, 2022

Neophyte
Apr 23, 2006

perennially
Taco Defender

Bremen posted:

The game's out and has a 10% off sale for the first week.

Edit: Apparently it's already being review bombed because Taiwan isn't part of China.

fuckin LOL

devs should have Taiwan just randomly take over China in an event called "#1"

Demiurge4
Aug 10, 2011

So far I haven't seen anything majorly different from the demo. You can save now, which is nice, and the aliens are actually present and doing stuff but this was also in the dev build that leaked more than 3 months ago.

The pacing issue persists so I'll end up modding the early resource generation because 2 hours in I already hit the wall where I'm just sitting around stacking orgs and waiting for enough boost to accumulate so I can build a mining colony, while also having to do a bunch of micro to keep alien xenoforming under control. I'm sorry to say the game feels a lot like an idle game atm.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER

Bremen posted:

Apparently it's already being review bombed because Taiwan isn't part of China.

I'm with Neophyte - fuckin' LOL indeed

Now I have to wait a whole buncha hours to download it on my potato internet :smithicide:

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Danaru
Jun 5, 2012

何 ??
What places do you guys try to control first? My opponents all went in on Europe, so I went all in on taking control of Africa. It turns out Africa is like, really big, so I wound up blazing by my management cap and while I'm raking in cash, I'm hemhoraging influence and uh now I can't do most actions :shepface:

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