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Created by

ModMaster9000

Uploaded by

14RMS

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About this mod

finite resources,
same-mission-stack-up-modifiers,
random-councilor-stats,
ABANDON-NATION removes control points,
nuclear-damage-modifiers,
protect-mission-boost

Requirements
Permissions and credits
Changelogs
Terra Invicta Augmenter
Table of Contents

1. Basic Info
2. Description
3. Features
4. Installation/Update/Uninstall Info
5. Version/Patch Notes
6. Upcoming Changes

Basic Info

ModName: Terra Invicta Augmenter
Current Version: 0.3.1
Developer/Created By: ModMaster9000
Requirements: Unity Mod Manager.
Compatible Withmost(if not all) mods or overhauls (might be conflicts if they use different mod loader)
Modular/Customization:
 Yes.

Description

A general improvement mod, includes a few minor features and alterations. very compatible with other mods, everything can be toggled on or off and adjusted, Save game compatible

Most of the mod is configurable, check TI_Augmenter_Config.txt file inside mod folder to configure mod.

Should be compatible with most other mods (I will focus hard on this)


Features (almost everything configurable)

    additions:
    • Resource-Depletion: resources will now become depleted for hab sites, some balance testing has been done, it should work with the resource output slider, it makes resource totals somewhat dynamic to how much resources a site can have but it ensures a minimum time acceptable for the celestial body type, if resources are depleted you will see a "0 - EMPTY".
    • councilors who fail will now have a lower chance of success the next time they attempt the same mission in the same location, it stacks up to about 5*10%(50%). For example, an agent that has failed 5 times at a location to perform a mission will have around -50% less chance to succeed in that location, resets after 56 days from last relevant failed mission date. (the success and failure follow up modifiers are shown when selecting mission)
    • councilors who succeed will now have a lower chance of success the next time they attempt the same mission in the same location, it stacks up to about 3*05(15%) max. works like above addition.
    • can boost protect missions with ops (slider shows now), the modifier added will be amount of ops applied divided by 3 (AI seems to also maybe use boost if they can, not fully confirmed)
    • made councilor influence recruit cost dynamic and based on attributes(configurable)
    • "ABANDON NATION" now actually removes all control points in nation when next mission phase is triggered (AI excluded)


    adjustments:
    • adjusted nuclear barrages to be do around 100% more damage to target nation's GDP
    • adjusted nuclear barrages to be do around 100% more damage to target nation's population
    • mission control point generation of habs increased by 4 times (compatible with habs added by mods)
    • increased max possible attributes councilor can start with when recruiting (configurable to specific attributes)
    • increased councilor recruit pool size from 8 to 12 (to help AI cope with the randomized stats)
    • only 50% of councilors have the randomize stats applied to them

Installation/Update/Uninstall Info


  • This mod requires Unity Mod Manager(0.32.2.0+) to be installed on your Terra Invicta executable with the DoorstopProxy installation method. Install it and continue to step 2
  • Download Main file from this mod's downloads page
  • Open Unity Mod Manager
  • Once Unity Mod Manager is open, select Terra Invicta as the target game, make sure the folder its pointing to (select folder right beneath where you selected the target game) is pointing to game directory
  • Go to the mods section
  • Click install mods, select the zip file that was downloaded from this mod's downloads page
  • That's it
  • PLEASE NOTE: The mod runs an "extendedInstaller" when it is activated, this will cause the game to restart once mod is loaded for first time (when main menu is loaded) or after a new game version is released, do not be alarmed, this happens only once. This is to expose certain logic in main game to make certain features of the mod possible and smoother.
  • Please make sure antivirus is not blocking stuff/installation, sometimes it quarantines the extended install bat file, add a exception for this file to run and un-quarantine it.
  • You must see a gray Unity Mod Manager window that pops up once the main menu of the game is loaded, it must show a circle that is green on the inside next to this mod's name then you know everything has been installed correctly, if you don't see anything restart game once more it should then show.

Upcoming Changes
  • Allow factions to tap into debt, and still be able to afford things with negative resource balances, but this will lead to monthly debt installments
  • properly test mod and tweak values to a bit more balanced and monitor (and possibly fix) AI and how it handles all these changes
  • generate new asteroids and/or comets from discovery or random events within campaign, and also refresh or add to resource pools from discovering more resources etc. via random events.