Terra Invicta

Terra Invicta

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Nov 12, 2022 @ 2:03pm
Jul 31 @ 10:23am
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More Tech

Description
Adds some more tech to (late) game.
New Habs:
  • Early tier-1 research lab providing 15 research
  • More powerful fusion generator that uses exotic matter and antimatter to produce vast amounts of power, which is good as the other modules require a lot of power.
  • More powerful solar farm that uses exotic matter and antimatter to produce vast amounts of power.
  • Exotic matter production: uses antimatter and a lot of power to generate exotic matter <*!* - note see below>
  • More Antimatter production: upgrades of the supercollider, using exotic matter for even more antimatter production
  • Synthesiser: A matter-energy converter that generates basic resources for a hab
  • Metal Irradiator: Turns metals and noble metals into fissible
  • Six advanced Mining-Habs (two per tier) that consume exotics and/or antimatter for increased yield
  • An advanced Nanofactoring complex using exotic matter to produce more money an improve buildtime

Projects
  • Future-Tech: Welfare providing increased welfare reduction of global warming.
  • Repeatable faction project: Advanced Space Exploitation Studies (5% Space Mining boost)
  • Two projects reducing hab bombing damage
  • Two projects reducing MCU signature for alien hate without Pherocryte Analysis
  • Repeatable project to update the alien threat meter

Ship-Equipment
  • Advanced plasma cannons (MKIV + MKV)
  • Advanced Hybrid Armor

(*)The exotics production means you will end up outproducing the aliens in this. To counteract this you can use More Exotics for Aliens to boost their production as well.

For a change in balance regarding the vanilla buildings you can check out Scale Up
47 Comments
Damocles66  [author] Sep 3 @ 5:56pm 
In theory they should be, but as most of this mod adds tech into the late game, my AI competitors were in no shape to make use of them by that point in time.
Yes adding the mod mid-play should work, removing it would be an issue though. So best make a save "PreMod" before adding it, in case you later decide against it (or something breaks)
captainbluecat Sep 3 @ 12:10pm 
By the way,can I use the mod halfway?
captainbluecat Sep 3 @ 12:09pm 
can AI forces make good use of these,especially the habs?
Damocles66  [author] Aug 1 @ 12:35am 
When I tested Hebrux comment I noticed that the captions of the modules was again broken(meaning I again read the module ids e.g. "TIHabModuleTemplate.displayName.Synthesiser") instead of the human readable name "Synthesiser". The update is supposed to fix this. Did it break something?
Rancher Jul 31 @ 4:11pm 
What's this new update do?
Hebrux Jul 31 @ 10:59am 
thanks for the clearification
Damocles66  [author] Jul 31 @ 10:22am 
That is an already existing module from the game and thus I do not touch it. It also looks ok when loading in my game.
Hebrux Jul 30 @ 6:53pm 
is the heavy fusion reactor farm missing it's sprite image?
Damocles66  [author] Jul 8 @ 1:22pm 
So I finally got around to checking out the effect templates. And unfortunatly I don't find effects that correspond to your suggestions: Neither radiation, nor energy consumption, or building costs.

The only effect I found that seems related is the build/module transfer time we can improve with things like space tugs. You can take a look in /StreamingAssets/Templates/TIEffectTemplate. I think all available effects should be listed there.

So most of the suggestions seem not to be possible, at least without a lot more effort.

I have updated the Nano-Complex to include the LEO bonus, I have also reduced its output a bit.
I have added a new solar farm that should be "ok-ish" in normal solar environments, and outperform quite a bit on mercury.
Damocles66  [author] Jun 20 @ 1:43pm 
I‘m currently on vacation, and will update later. Atm I’m not sure that one can reduce a modules power consumption via another module. So it may only be possible to add more powerful solar collectors, that for some reason consume AM or exotic matter.