View Full Version : Troop Question
Loser
June 24th, 2003, 06:06 PM
from the FAQ
8.3.1 Range and fire rate does not matter for troop weapons. All troop weapons are assumed to be fired at range 1 and fire rate 1.(Quikngruvn, Foreman)<font size="2" face="Verdana, Helvetica, sans-serif">Does this remain the case? From those names I'd guess this was added to the FAQ long, long ago.
Is there a modder's FAQ somewhere that would tell what component types do and don't make a difference for Troops or is this something a modder just know, or finds out and just remembers?
[ June 24, 2003, 17:50: Message edited by: Loser ]
Suicide Junkie
June 24th, 2003, 06:09 PM
It is still true.
I'm not sure if there is a list yet, but if you ask for particulars, you will get answers in minutes
Fyron
June 24th, 2003, 07:32 PM
If you go to SE4 Modding 101 Tutorial (in my sig) and then to the Abilities chapter (16), you will see that I have listed every ability and which files they are valid in. I will eventually get around to labeling which do not work on units and such.
Gryphin
June 24th, 2003, 07:49 PM
Different Troop Question:
I noticed something.
You have to research Fighters to get
Small Combat Sensors
Questions:
1) Is that correct?
2) Do they help Troops?
Loser
June 24th, 2003, 09:47 PM
Yes, what about Combat Sensors and ECM? Does it effect Troops?
And what about single-Weapon To-Hit bonus? Does that work for Troops or does it change all the Weapons on the Troop (and all thus all the Weapons on the whole dang stack)?
And Talisman? Does a component modded with the Talisman effect work on a Troop?
How about Emissive Armor?
Fyron
June 24th, 2003, 10:45 PM
The best CS and ECM bonus from all of the troops you have on a planet affect all of the troops (just like sat stacks, fighter stacks, WPs, etc.).
deccan
June 25th, 2003, 02:52 AM
If I assault a planet in Tactical Combat, I get a combat screen whenever one of my troop transports drop troops, usually getting slaughtered without being able to do much damage in return. Suggestions?
Phoenix-D
June 25th, 2003, 03:54 AM
Bring more troops.
EDIT: also, use one big transport. The local militia regenerate after each defeat..so if your transport can't win the first battle, another identical transport won't either.
[ June 25, 2003, 02:55: Message edited by: Phoenix-D ]
dumbluck
June 25th, 2003, 04:20 AM
Just the main reason to set the ground combat to 3 rounds instead of 30 in settings.txt...
deccan
June 25th, 2003, 05:24 AM
Originally posted by Phoenix-D:
Bring more troops.
EDIT: also, use one big transport. The local militia regenerate after each defeat..so if your transport can't win the first battle, another identical transport won't either.<font size="2" face="Verdana, Helvetica, sans-serif">Sheesh, that's easier said that done. This is in Proportions. The enemy planet has about 10,000 infantry and maybe 20 small troops. My Blackhawk class medium-transport hull troopships carry 500 infantry and 50 small troops each. I have over 25 of them full of troops. I get a separate ground combat screen whenever one of them drops troops. They get slaughtered and only manage to bring down
down the enemy infantry count to 8,000 or so.
Oh yeah, I also have maybe 20 or so PD-only light cruisers and destroyers to suppress fire the massive barrages of missiles the planet's WPs shoot. I mean, in tactical, it takes over a minute for the planet to finish firing its missiles.
[ June 25, 2003, 04:27: Message edited by: deccan ]
Loser
June 25th, 2003, 05:41 AM
Sounds like you're trying to take a Homeworld in Proportions. I think I know what your problem is: you're trying to take a Homeworld in Proportions.
Seriously though, You'll have to lay waste to those Weapon Platforms to nuke those Troops from orbit (Weapon Platforms are hit first). Is there Planetary Napalm in Proportions? If there is, use it. You'll need to mop that world up a bit before you can put your boys down on it. By the time you can do that, you should also have bigger Troop Transports.
In short, I don't think you're going to take that world by reloading the same dommed save and attacking with the same doomed fleet.
INSERT COIN FOR ADDITIONAL PLAY
Fyron
June 26th, 2003, 12:17 AM
You can indeed do so with unit weapons. I do not know what affect such a bonus has on troop combat. The best thing to do would be to test it out.
Loser
June 26th, 2003, 01:53 AM
One question remains. The Wave Motion Gun (name?) has a to-hit bonus that applies only to itself, yes?
Is it possible to do this on a Unit weapon? Will it work on a Troop?
Loser
June 26th, 2003, 06:37 PM
Thank you.
Will test... sometime...
tbontob
June 30th, 2003, 08:16 PM
Originally posted by Loser:
One question remains. The Wave Motion Gun (name?) has a to-hit bonus that applies only to itself, yes?
Is it possible to do this on a Unit weapon? Will it work on a Troop?<font size="2" face="Verdana, Helvetica, sans-serif">I don't think the Wave Motion Gun is available to units.
Or am I wrong? http://forum.shrapnelgames.com/images/icons/icon7.gif
EDIT: I just realized that this may be a mod question.
[ June 30, 2003, 19:17: Message edited by: tbontob ]
Fyron
June 30th, 2003, 08:17 PM
That was not his question. His question was if the to hit bonus would work on a troop weapon. Also, you can very easily mod a troop Version of the WMG (as he was most certainly talking about modding, not bonuses available in the standard game).
PvK
June 30th, 2003, 08:23 PM
Unless it broke since the release Version, it should still be working. I use this in Proportions mod to get a difference between infantry an vehicle troops.
PvK
Loser
June 30th, 2003, 08:41 PM
Thanks, PvK, that's just about exactly what I was looking for.
[ June 30, 2003, 19:49: Message edited by: Loser ]
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