Terra Invicta

Terra Invicta

Lategame Radiators Expanded
10 Comments
DarkRaven Jul 23, 2024 @ 8:13am 
Hello,

sorry for bothering you.

I'm creating an unofficial translation into Czech together with a few people

and I like this mod. is it possible that I could create a translation for that as well?
Of course with your permission.
[CDC]darkdraco59 Nov 28, 2023 @ 12:33pm 
hi, would it be possible for you to make the mod work again?
i'm have in the log "[ERROR] the Academy trying to add null project to slot 5 "
i tryed improvising myself but i can't figuring out what is bugging with the IA and not me,
game work, resreach it work but when IA try something it crash
lottanubs Jan 24, 2023 @ 3:30pm 
Hi, great mod

The final radiator, the Dynamic Dusty Plasma Radiator, has a bugged graphic on the little thumbnail image - it white out the portrait frame.

Other than that.. everything works as intended! Excellent.
Strap me to a Missile Dec 11, 2022 @ 12:17pm 
If I were implementing this, I would consider something like the following.
Tier n: Current top-tier radiators, tin droplet and exotic.
Tier n+1: Requires magnetic nozzles.
100t/GW conventional droplet radiator (Basically tin droplet +1.)
60t/GW exotic droplet radiator (Same exotics cost as exotic spikes)
Tier n+2: Requires hybrid exotic systems, new global heat management tech
80t/GW hybrid spike radiator (Dramatically reduced exotics cost vs. exotic spike)
50t/GW hybrid droplet radiator (More exotics than hybrid spike, but less than exotic spike)
Strap me to a Missile Dec 11, 2022 @ 12:17pm 
I think that for this mod to be balanced three changes are needed.
1. Drop the two highest tiers. 1.4 and 5 tons per GW is well over an order of magnitude lower than the best exotic radiators in the base game. I would consider targeting 80-100t/GW for the best conventional radiators and 40-50t/GW for the best exotic radiators.
2. Make the best of the new radiators an upgrade to the existing exotic radiator. It's okay if the best conventional radiator is competitive with the initial exotic one, but there needs to be an upgrade which makes use of exotics. Perhaps some radiators could be gated between "Hybrid Exotic Systems" and have a lower exotics cost per-ton. This would mirror the armor progression and make the earlier exotic radiator a "brute force" solution and the later radiators a more sophisticated hybrid solution.
3. The alien radiators need to be buffer to match the new top-tier human conventional/exotic radiators.
MIDAS Dec 6, 2022 @ 1:08pm 
Is this compatible with non-modded games? I'm after trying to use it in my existing academy save but it isn't appearing in the tech tree.
HeroinHobgoblin Oct 27, 2022 @ 12:48pm 
Every single one of your radiators should require exotics since they are all dramatically better than the Vanilla radiator that requires it. This mod completely circumnavigates the need to confront the aliens to get 'the good stuff' but I do like the idea of humanity getting a hold of exotics and actually improving on it!
Iteryn Oct 24, 2022 @ 10:17am 
Would you create more drives / reactors as well?
Yuumeow  [author] Oct 24, 2022 @ 3:40am 
@Agraza:
Yeah, that might be feasible, though I didn't want to create any possible conflicts with other mods by modifying the same object.
I might also add exotic versions of the added ones.
On the other hand, Alien Radiators (vanilla) work at 80t/gw so I might bump their performance also, but alien reactors don't suffer from high waste heat.
Agraza Oct 23, 2022 @ 9:42pm 
seems like exotic radiators aren't useful with this. consider re-aligning vanilla radiators so the exotics are the best?