TI Multiplayer/Co-op

From Terra Invicta Official Wiki
Revision as of 21:52, 15 October 2026 by Henrik Long (talk | contribs) (Created page with "<!-- Wiki page: TI Multiplayer/Co-op --> ''This page is part of the TI Multiplayer mod.'' In '''co-op''' two players control the same faction together in a TI Multiplayer Sandbox campaign. Both have full control of the faction. One of them is the '''primary''' player, who receives the decisions only one person can make. == Setting up == * The host turns on '''Allow co-op (two players per faction)''' in '''Lobby Settings''' before the game starts. T...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

This page is part of the TI Multiplayer mod.

In co-op two players control the same faction together in a TI Multiplayer Sandbox campaign. Both have full control of the faction. One of them is the primary player, who receives the decisions only one person can make.

Setting up

  • The host turns on Allow co-op (two players per faction) in Lobby Settings before the game starts. The session then shows · Co-op in the lobby and in the browser.
  • A second player clicks Join (co-op) on a faction that someone already claimed. A faction can have at most two players. Its row reads <primary> (primary) + <partner>.
  • Make primary swaps the roles. Only the primary or the host can use it, and only in the lobby.
  • Release frees your seat. If the primary releases, the partner keeps the faction.
  • Turning co-op off releases every partner (The host switched co-op off - your co-op seat was released.). Disabling the faction frees both players.
  • Only the primary can name the faction.

Who decides what

Both players see everything the faction sees, and each sees the other's actions within about a second. Ship designs of the two players get different name tags.

Primary player only Both players
  • events with several options
  • policy choices
  • calls to war from allies
  • targets for steal and sabotage missions
  • incoming contacts from other factions
  • councilor missions
  • research choices - the first choice counts (Your partner already picked the research for this slot.)
  • events with only one option
  • trajectory choices
  • everything else: fleets, habs, priorities, construction

When a decision goes to the primary, the partner sees a note such as <primary> (primary) decides on a new event for your faction.

An outgoing contact (a Contact mission on another faction) is negotiated by the player who assigned the mission. If that is unknown or the player is offline, the primary negotiates.

Council phase

Councilor assignments are shown to both players live. Every online member must confirm:

  • Assignments confirmed - waiting for <partner> to confirm too.
  • <partner> has confirmed the councilor assignments.

A partner who joins or rejoins while the phase is open gets the current plan, including missions that were already confirmed.

When one player is missing

  • If your partner loses the connection or leaves, you see a short message (Your partner <name> lost connection - you keep playing the faction.) and keep playing the faction - nothing goes to the AI.
  • If the primary leaves, the partner becomes the primary (You are now the primary player of your faction - events and diplomacy come to you.) and stays primary. Open events, policy choices and an open pre-battle panel go to the new primary. When the old primary returns, they rejoin as the partner.
  • If the primary is missing when a saved session is continued, the partner leads.
  • When a saved session is continued, both players get their seats and roles back automatically when they join the lobby.

Battles

  1. The primary chooses stance and resolution before the battle. The partner sees <primary> (primary) chooses stance and resolution for this battle.
  2. If the battle is fought live, each player gets the window JOINT COMMAND with Fight or Watch (30 seconds). Without an answer the primary fights and the partner watches. If both choose Watch, the primary fights anyway.
  3. If both fight, the leading player gets DIVIDE THE FLEET (45 seconds): click a ship to hand it to the other commander. Each commander needs at least one ship. Automatic uses the proposal, which balances the number of ships, strongest first. Confirm starts the battle. If the partner leaves during the division, the leader commands the whole fleet.
  4. Each player commands only their own ships. Formation, End Battle and auto-resolve belong to the leader. The partner's formation panel is locked.
  5. If one of you leaves the battle, the other takes over those ships (Your partner left the battle - you now command their ships.).

See Combat for the rest of the battle rules.

Co-op is new in version 0.8.0 and has not been tested in a long campaign yet. Its texts are only translated into English and German so far.

See also