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KickStarter Terra Invicta - sci-fi grand strategy from Long War mod creators - now available on Early Access

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,588
I am at the stage of the game where I can repel anything the aliens send. They send not much and most often flee, wasting my scarce fuel supplies. But the systems they are implemented in have bases with 12K defense and 4+ huge fleets or more orbiting. It's impossible to bring enough to get that down, and producing that much will take ages. The Earth game is unsufferable now, with alien administration reappearing all the time on shitty countries, and having to play whack-a-mole again with the armies attaching to a navy. I see that the victory conditions for most factions are to eliminate most of their fleet. There's such a huge quantity now, and the idea of having to micromanage all of the encounters is dreadful. I am wondering if it's even finishable. Was I too late? Is the only way a perfect rush build order to Jupiter and Saturn to block them completely way earlier?
 

Riel

Arcane
Joined
Apr 29, 2012
Messages
1,572
Location
Itaca
Aliens do not cheat with resources, so if you let them harvest resources for a long time they will spawn hundreds of ships, and yeah in that even finishing the game is a chore. You can destroy their bases earlier to avoid that. Generally speaking if you go past the mid 40s without having engaged the aliens seriously you are in for a huge war of attrition.

Alien stations you can fight against them and are not so scary as bases are, though they are not necessarily easy, it will depend on the size and composition of your fleet. But bases will melt down bombarding ships in my experience. I know they've been rebalanced but I tested it last game and it was a total failure with a regular combat fleet just the same.

To destroy bases nowadays there's basically three ways:
  • Bombard with insanely armoured ships, I am talking about 500+ front armour, people who do it use dedicated bombard ships, but I have never done it so I can't say more.
  • Use a leader with the "Destroy Space Asset" mission, but this means having a leader wasting lots of time travelling around, this doesn't require lengthy repairs of the Marine Modules.
  • Use many space marines, alien bases have about 200 marine power (you can see it when you select them) just bring about 20 more than they have and you will succeed most of the time. Of course this forces you to repair after each assault but you can do it at an space base you can construct with another ship. This is my preferred method since you can make very cheap ESCORT/FRIGATES Assault ships.

If alien administration spawns in an isolated backwater country you can let it be for a time, just make sure you are at war with it so it doesn't have "freedom of the seas", in that case it doesn't do much other than conquer some other neighbouring backwater countries.... I find a lot more problematic when the aliens land many armies, these can be enough to cross oceans from the get go and maybe finish off China or the USA in a moment. This can make stopping it later very difficult, though Alien administration eventually has very serious problems with unrest.

Anyway the late game is one of the weak points of this game.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,260
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Use many space marines, alien bases have about 200 marine power (you can see it when you select them) just bring about 20 more than they have and you will succeed most of the time. Of course this forces you to repair after each assault but you can do it at an space base you can construct with another ship. This is my preferred method since you can make very cheap ESCORT/FRIGATES Assault ships.
I thought they changed it so you can't send in marines while there's working defences?
This was my goto strategy though, I brought like 8 marine modules in my base killer fleets and it worked every time.
  • Bombard with insanely armoured ships, I am talking about 500+ front armour, people who do it use dedicated bombard ships, but I have never done it so I can't say more.
I think bombardment depends a lot on what weapons you use. Iirc everything except missiles/torps has bombardment power <10, good missiles have triple digit power.

I never managed to take out a station though.
 

Riel

Arcane
Joined
Apr 29, 2012
Messages
1,572
Location
Itaca
Use many space marines, alien bases have about 200 marine power (you can see it when you select them) just bring about 20 more than they have and you will succeed most of the time. Of course this forces you to repair after each assault but you can do it at an space base you can construct with another ship. This is my preferred method since you can make very cheap ESCORT/FRIGATES Assault ships.
I thought they changed it so you can't send in marines while there's working defences?
This was my goto strategy though, I brought like 8 marine modules in my base killer fleets and it worked every time.

A month ago I cleansed several Alien bases with Elite Marines in my last run, I did destroy the Alien Space Base in regular space battle first though, but I don't know if that makes any difference.
 
Joined
Mar 3, 2010
Messages
9,490
Location
Italy
base bombing was much more abstract than space battles, even more barebone than instant resolve, that's why even a base made only of defenses often suffered heavy losses by the puniest fleets. so when nukes were involved the game just compared their enormous attack value to any defense, declared "this is just too high, no chance in hell defenses can win" and destroyed the whole base. just very very very rarely you'd lose your ship.
the only game i was going to win (but systemic crash stopped me from) i used to send pairs of small ships around, equipped only with nukes and engines. even if one was intercepted by a nearby space base the other would pass and bomb. no idea if this behaviour has been fixed.
 

asfasdf

robot
Patron
Joined
Dec 18, 2012
Messages
839
Insert Title Here Strap Yourselves In Codex Year of the Donut
Boost is useful for income in mid-late game with hospitals and similar. In current patch just spam marines to destroy bases, base bombardment/defense system overall is a pos. Single nukes don't work anymore on bombardment, bases have crude PD or something.

Regarding alien fleet, the ai really sucks in combat. Some 10 lancers with plasma and maybe a few anti missile support ships can wipe a 50 ships alien fleet if it has no mothership. With mothership you can just cheese, ie disable mothership then retreat and reengage. I had a single station with 3 battlestation wipe a 100 strong alien ship, just spam those heavy plasma.

Alien on earth can be a pain, so just make sure you murder every alien and transport ships before they land. Also you can blob with 6 or so unified countries and deny servants any country on earth
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,588
Aliens do not cheat with resources, so if you let them harvest resources for a long time they will spawn hundreds of ships, and yeah in that even finishing the game is a chore. You can destroy their bases earlier to avoid that. Generally speaking if you go past the mid 40s without having engaged the aliens seriously you are in for a huge war of attrition.

Alien stations you can fight against them and are not so scary as bases are, though they are not necessarily easy, it will depend on the size and composition of your fleet. But bases will melt down bombarding ships in my experience. I know they've been rebalanced but I tested it last game and it was a total failure with a regular combat fleet just the same.

To destroy bases nowadays there's basically three ways:
  • Bombard with insanely armoured ships, I am talking about 500+ front armour, people who do it use dedicated bombard ships, but I have never done it so I can't say more.
  • Use a leader with the "Destroy Space Asset" mission, but this means having a leader wasting lots of time travelling around, this doesn't require lengthy repairs of the Marine Modules.
  • Use many space marines, alien bases have about 200 marine power (you can see it when you select them) just bring about 20 more than they have and you will succeed most of the time. Of course this forces you to repair after each assault but you can do it at an space base you can construct with another ship. This is my preferred method since you can make very cheap ESCORT/FRIGATES Assault ships.

If alien administration spawns in an isolated backwater country you can let it be for a time, just make sure you are at war with it so it doesn't have "freedom of the seas", in that case it doesn't do much other than conquer some other neighbouring backwater countries.... I find a lot more problematic when the aliens land many armies, these can be enough to cross oceans from the get go and maybe finish off China or the USA in a moment. This can make stopping it later very difficult, though Alien administration eventually has very serious problems with unrest.

Anyway the late game is one of the weak points of this game.
500 front armor on a ship to bombard it? That's insanity. I guess with a station just above and refitting the ship, it could work, but it's insanely expensive in materials. Then you tell me you can assault the hab with marines. I was about to do that before reading your post, building cheap, stripped-off corvettes with 2 marine units each, and then you tell me it requires 200 of them?! That's even more insane, given it requires 70 days to build one corvette.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,588
base bombing was much more abstract than space battles, even more barebone than instant resolve, that's why even a base made only of defenses often suffered heavy losses by the puniest fleets. so when nukes were involved the game just compared their enormous attack value to any defense, declared "this is just too high, no chance in hell defenses can win" and destroyed the whole base. just very very very rarely you'd lose your ship.
the only game i was going to win (but systemic crash stopped me from) i used to send pairs of small ships around, equipped only with nukes and engines. even if one was intercepted by a nearby space base the other would pass and bomb. no idea if this behaviour has been fixed.
Going to try it as soon advanced missiles are researched, i dont see how else i could do it without autoo resolve and nukes.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,588
base bombing was much more abstract than space battles, even more barebone than instant resolve, that's why even a base made only of defenses often suffered heavy losses by the puniest fleets. so when nukes were involved the game just compared their enormous attack value to any defense, declared "this is just too high, no chance in hell defenses can win" and destroyed the whole base. just very very very rarely you'd lose your ship.
the only game i was going to win (but systemic crash stopped me from) i used to send pairs of small ships around, equipped only with nukes and engines. even if one was intercepted by a nearby space base the other would pass and bomb. no idea if this behaviour has been fixed.
Just tried it doesnt work anymore , in fact they are even the very first ships to die when bombarding.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,260
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
base bombing was much more abstract than space battles, even more barebone than instant resolve, that's why even a base made only of defenses often suffered heavy losses by the puniest fleets. so when nukes were involved the game just compared their enormous attack value to any defense, declared "this is just too high, no chance in hell defenses can win" and destroyed the whole base. just very very very rarely you'd lose your ship.
the only game i was going to win (but systemic crash stopped me from) i used to send pairs of small ships around, equipped only with nukes and engines. even if one was intercepted by a nearby space base the other would pass and bomb. no idea if this behaviour has been fixed.
Just tried it doesnt work anymore , in fact they are even the very first ships to die when bombarding.
I think there used to be a "first strike" for the bombarders, which meant you could just stack high damage and instant win.

I think base/orbital attacks are one of the weak points of the simulation approach they otherwise took. Why can't I park my ships in high orbit, plot a firing solution, fire all missiles and then just wait 3 days for the base to turn into a smoking crater (assuming my missiles beat their pd)? I understand why you can't do this against fleets, they're too mobile, but ground bases are stationary (or rather, easily predictable where they will be in the future to very high precision), and while orbitals probably have some propulsion it's not going to be very fast. And considering the pace of the game, letting me accelerate some asteroids to a collision course a few years in the future would not be a bad option either.
 

Riel

Arcane
Joined
Apr 29, 2012
Messages
1,572
Location
Itaca
stripped-off corvettes with 2 marine units each, and then you tell me it requires 200 of them?! That's even more insane, given it requires 70 days to build one corvette.

As mentioned above I was talking about Marine Power, not number of Marine pods. Depending of the tech level of the marine pod they have something between 5 and 20 military power each... I don't really know the numbers now, but something like that. Anyway you can see the exact value in the ship design interface and your target number if you select the alien base you wish to destroy. Btw if you invade an alien base it is destroyed, you can't capture it for some reason...
 

asfasdf

robot
Patron
Joined
Dec 18, 2012
Messages
839
Insert Title Here Strap Yourselves In Codex Year of the Donut
Base bombardment should be simplified, as in no bombarding until you destroy orbital stations, then just make it trivial.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,588
stripped-off corvettes with 2 marine units each, and then you tell me it requires 200 of them?! That's even more insane, given it requires 70 days to build one corvette.

As mentioned above I was talking about Marine Power, not number of Marine pods. Depending of the tech level of the marine pod they have something between 5 and 20 military power each... I don't really know the numbers now, but something like that. Anyway you can see the exact value in the ship design interface and your target number if you select the alien base you wish to destroy. Btw if you invade an alien base it is destroyed, you can't capture it for some reason...
So even in the best case, that's ten corvettes to build, 70 days each, 11 of them to be sure to outclass the base. But I am not in the best case, yet a measly 6 per marine unit. Then the other option, a 500 armor ship, is draining too many resources and that's a sitting duck that won't travel. Again, an unintuitive as heck game with false complexity. They are just hiding the trooper value of the base, and the same goes for the armor; you don't know how much they are worth. Everything takes so long to build it's hard to play by trial and error.
 

Riel

Arcane
Joined
Apr 29, 2012
Messages
1,572
Location
Itaca
Yeah the game is a bit disappointing once you learn the tricks necessary to beat it. Hopefully they can polish it a bit more before they "release" it but it still is one of a kind so I am satisfied with the purchase and my time on it.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,588
Yeah the game is a bit disappointing once you learn the tricks necessary to beat it. Hopefully they can polish it a bit more before they "release" it but it still is one of a kind so I am satisfied with the purchase and my time on it.
Yes, the game is great, which makes the shortcomings especially infuriating, as it's clearly a classic. There's nothing wrong with the core ideas around this game. I am at a late-game stage; I probably took too long to get there, and aliens built too many ships to clear. I know I've won, as I can win 10 vs. 100 encounters with no loss. Yet, there's so much cleaning it could take decades, as even with antimatter best drives, it takes half a year to move from aliens' little asteroid bases to the next ones. The game was unforgiving at every step: first, the country changing hands without notice; then later, I found out I should have kept a bigger material stockpile instead of trading them with other factions. Finally, very late game, it seems I need to build a lot of antimatter, and that's extremely resource-intensive. It turns out I should not have built so many habs but instead more mines. Late game requires some tweaking for sure. It will take ages, unless I had a rush strategy I could not possibly elaborate on when discovering the game.
The game was absolutely unforgiving at every steps, and I am still not sure about my ship designs. It seems I can be better off with smaller destroyers than big dreadnoughts; they are more cost-efficient. I could have used that way earlier in the game, the secret is to build on the spot some slow 200+ armor in front ship, at least with any weapons, really.
 

Alpharius

Scholar
Joined
Mar 1, 2018
Messages
607
Started a new game as Initiative.
Doesn't seem like they changed a lot during the 1.5 years.
Some new technologies and weapons, haven't tried them yet.
A bunch of ui improvements when ordering armies and ships around.
Changed how a bunch of things are calculated, so China has population growth now. And my EU currently loses 256k citizens per month.

Faction AI seems to have gotten better, though i played on normal before, now on brutal. They all have a shitload of used MC and even defeat alien fleets occasionally. But they still usually have negative money income.

Nerfed research campuses into the ground, they need to be placed near the Earth or the Moon and require 1 MC for 80 research. So not worth it anymore. Maybe t3 ones are better? Not much point rushing to Mercury because of that, placed two skunk works bases there and that's it.

Another thing they nerfed is limited the maximum amount of armor a ship can carry, so no more anti-station gunships with 500 front armor. :?

Also aliens seem to have gotten more intelligent, haven't seen them perform chaotic evasive manuveres while rushing into close combat when they can intercept all my projectiles with pd, like before. So it may become necessary to combine missile salvos with projectile weapons vs larger fleets before i get plasma cannons and uv phasers. :philosoraptor:
 

Alpharius

Scholar
Joined
Mar 1, 2018
Messages
607
EU currently loses 256k citizens per month
as if eu wasn't enough of a noob trap already.
Well i didn't invest in economy much, and pop growth is now increased by high gdp per capita among other things, and decreased by government rating, knowledge and cohesion. Seems like i could get positive growth eventually, or just keep eating up small countries.

New particle weapons seem questionable according to what i googled, they are like lasers but disable components. But lasers are supposedly more effective past early game.

Also there is a new hab module that gives control points when placed in low Earth orbit, t2 one is pretty neat - 12 points for 1 MC, maximum one per platform - but requires a ton of research. And it would be a shame if aliens start blowing them up after i've used all these points.

Got rect by a large alien fleet with 3 battleships + like 15 smaller ships vs 9 of my advanced railgun destroyers which were defending my shipyard with 3 t2 defense modules. Couldn't break through their PD because battleships and destroyers stayed together.
 

Riel

Arcane
Joined
Apr 29, 2012
Messages
1,572
Location
Itaca
I also recently started a new game last week, this time with Project Exodus, Allah ackbar!

There's very significant improvements in terms of AI, a year ago human factions basically destroyed themselves by bankrupting themselves sooner or later, so far they are a lot more competent and manage to keep in the game longer even when they are kicked out of the good nations and have to reduce spending. Before they would run out of something key be it water, money or volatiles while incurring a constant deficit and doing nothing to fix it. Of course the real threat are aliens and you will always be the top dog on planet earth provided you are barely competent, but it's nice not going into intel page and seeing someone running -5000 water, or my favourite nightmare -10000$, when this one happens expect to see each and every nation that faction controls running full spoils, lol. A nightmare for the future and a nice source of greenhouse gases.

Also tech tree has been revised in depth, specially the drives part.
  • Fusion drives are a lot more expensive (500K+) making them LATE game techs
  • This makes mid game drives a lot more important
  • Solid Fission drives are no longer the go to place for early game, Advanced Pulsar has been basically destroyed and while Nerva and Adv Nerva are usable and cheap (RP wise) most people recommend Vapor Core since while more expensive than Molten and Solid it is the only remaining Fission family of drives that has at the very end powerful and eficient enough drives to force a fight with aliens who don't want to fight (with small ships), so you need it for the mid game while you spend years researching Fusion drives.
  • The nerfing of Adv. Plsar has also made many people appreciate Electrostatic drives, such as Ion ans specially Grid drives that will provide excellent ExhVelocities for very little research, of course they have shitty acceleration but since you can no longer strap an Adv. Pulsar everywhere, you do what you can with what you have. But you still probably want to get Vapor Core for interceptor ships, otherwise when aliens start taking you seriously you will be unable of destroying surveyors for example since they won't fight you.
I am just a try hard here, and my opinion here is the product of a few games in earier Terra Invicta versions,a couple of partial playthroughs in 0.4.x and what I've read, of particular interest is this reddit thread, so far I've found it accurate, but I am just entering the mid game and waiting for Lodestar or Firestar to unlock and aliens are already becoming more difficult to control in LEO. To be honest when I see the costs of Fusion techs I wonder how I am going to pay them before the 22nd century, all I can say is: In sha' Allah

PS: My first playthrough in 0.4.x was a total failure precisely because I didn't read any patch notes and I just tried to get Advanced Pulsar not realizing it's a lot more difficult to get now and much weaker, so I screwed myself. In this one it looks like I am doing better, but it's already 2029 and I aliens are getting more dangerous.
 
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