|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  |  
	
	
		
	
	
	| 
			
			 
			
				July 15th, 2004, 05:41 PM
			
			
			
		 |  
	| 
		
			
			| 
 Colonel |  | 
					Join Date: Mar 2002 Location: Colorado 
						Posts: 1,727
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 What are the specific mechanics of Ground Combat? 
 I hope somebody has worked this out, and I seem to remember that Mr. Hall promised to share the specifics of those little rules, but I can't seem to find it, exactly. 
What I believe to be true is this: Does anyone have the exact mechanics?Damage done in Ground Combat is reduced by the Ground Combat Damage Modifier in Settings.txt.Range and Rate of Fire do not matter at all, and all Ground Combat uses the Point Blank damage field only.Hits are not guaranteed, so Sensores and ECM do help.Like other units, Shields are added to total hit points and Shield Piercing weapons mean nothing.Damage is done in a hit-trading, rock-em-sock-em-robot-style fashion, with the planetary forces firing first.when combat is over, any partial losses of hit points are restored.Militia is only replenished if invading troops are eliminated.Additional troops may be build on-planet while combat continues.The absolute best weapons for Ground Combat are
the Ground Cannon III,the Shield Depeleter III (since it does damage to hit points, any hitpoints, and not jsut shields),and the Small Acid Globual (provides a better ratio and will fire every turn).
 
 Am I missing anything?
 
 Did I get anything wrong?
 
 How does the Small Time Distorition Burst work?  Does this do Quad Damage to any Groun Combat unit that has or had Shields?
 
 How about the Small Shard Cannon?  Is it rendered mundane, like the Small Phased Polaron Beam?
 
 [ July 15, 2004, 16:45: Message edited by: Loser ]
			
			
			
			
				  |  
	
		
	
	
	| 
			
			 
			
				July 15th, 2004, 05:44 PM
			
			
			
		 |  
	| 
		
			|  | 
 Major General |  | 
					Join Date: Jan 2004 Location: Germany / Bielefeld 
						Posts: 2,035
					 Thanks: 33 
		
			
				Thanked 18 Times in 12 Posts
			
		
	      |  |  
    
	| 
				 Re: What are the specific mechanics of Ground Combat? 
 i would like to know the exact thingy as well. But i have to agree, i guess only the point blank value damage is used, and special damage abilites mean nothing. |  
	
		
	
	
	| 
			
			 
			
				July 15th, 2004, 05:50 PM
			
			
			
		 |  
	| 
		
			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
						Posts: 11,451
					 Thanks: 1 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 Re: What are the specific mechanics of Ground Combat? 
 1)  Multiplies, but yes.2)  Correct
 3)  Yes, and they are shared, just like on sat stacks.  So one command troop can give everybody the bonus.
 4)  Not sure
 5)  I'm fairly certain it goes simultaneously, since I'm pretty sure I've managed to lose troops on the final, winning round.
 6)  Almost certainly
 7)  Yep
 8)  Yep... although happiness will drop rapidly, and rioting planets can't build.
 9)  Sounds about right, but don't forget to consider price as well, especially at low tech.
 
				__________________ 
				Things you want: |  
	
		
	
	
	| 
			
			 
			
				July 15th, 2004, 06:07 PM
			
			
			
		 |  
	| 
		
			
			| 
 Colonel |  | 
					Join Date: Mar 2002 Location: Colorado 
						Posts: 1,727
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: What are the specific mechanics of Ground Combat? 
 A couple more things.
 It used to be that first laoded meant first dropped meant first shot at and you could protect your heavy-hitters behind walls of shield troops.  It now appears that hits are assigned mroe randomly, and this technique no longer works.  Cna I get a confirmation on that?
 
 How are hits assigned?
 
 Does the Better To-Hit modifier work on Troop Weapons the way it works on the WMG and Torps on ships and bases?  Does this affect all weapons, or jsut the one?  Does this work on any units the way it works on Ships?
 
 [ July 15, 2004, 17:09: Message edited by: Loser ]
 |  
	
		
	
	
	| 
			
			 
			
				July 15th, 2004, 06:11 PM
			
			
			
		 |  
	| 
		
			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
						Posts: 11,451
					 Thanks: 1 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 Re: What are the specific mechanics of Ground Combat? 
 From what I've seen in GritEcon / SJmod...
 It looks like the troops are dealt with in a similarily to ship internals.
 
 Random hitpoint lottery, with the reroll effect skewing the damage absorption towards larger hitpoint troops.
 
				__________________ 
				Things you want: |  
	
		
	
	
	| 
			
			 
			
				July 15th, 2004, 07:01 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: What are the specific mechanics of Ground Combat? 
 Ground combat is not really random... I have replayed the exact same combat 10 times and had the exact same results every time. |  
	
		
	
	
	| 
			
			 
			
				July 15th, 2004, 10:45 PM
			
			
			
		 |  
	| 
		
			
			| 
 Colonel |  | 
					Join Date: Mar 2002 Location: Colorado 
						Posts: 1,727
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: What are the specific mechanics of Ground Combat? 
 
	Well nothing's really random ina computer, you're just running the same 'rand' on the same seed and getting the same result.  If I remember correctly, SE IV doens't refresh its seed from the clock while the game is running.Quote: 
	
		| Originally posted by Imperator Fyron: Ground combat is not really random... I have replayed the exact same combat 10 times and had the exact same results every time.
 |  
 In fact, I think the seed is saved along with the game, or something like that . . .
 
 Now how would I have thought that, where would I have found that out, why the bleep would I think I know that?  I don't recall.
 
 Anyway, does anyone know about the One Weapon To-Hit Bonus on Units, especially Troops in ground combat?
 
 How aboutthe effect of the special ability on the Small Time Distortion Burst?
 
 And the Shield skipping ability of the Small PPB?
 
 And the Armor skipping ability of the Small Shard Cannon?
 
 [ July 15, 2004, 21:47: Message edited by: Loser ]
 |  
	
		
	
	
	| 
			
			 
			
				July 16th, 2004, 11:59 AM
			
			
			
		 |  
	| 
		
			|  | 
 General |  | 
					Join Date: Sep 2003 Location: United Kingdom 
						Posts: 3,603
					 Thanks: 0 
		
			
				Thanked 22 Times in 22 Posts
			
		
	      |  |  
    
	| 
				 Re: What are the specific mechanics of Ground Combat? 
 From what I can tell of my tests, nothing too fancy works for units (either fighters or troops). 
 - A PPB troop failed to bring down a troop with shields before the battle was over, while it would have been victorious in two turns had the PBB skipped its shielding.
 - A Time Distortion Burst troop failed to bring down the same troop, while it should have won in six turns (four to bring down the shields, and two to destroys the internals). The same goes for a fighter using either a PPB or a Time Distortion Burst, and going after a heavily shielded unit.
 - The Skip Armour damage type has done nothing either.
 - Should I mention that Null Space doesn't do anything for fighters? (I didn't test for troops, but I see no reason for it to be different)
 - Some fancy abilities work for Fighters, such as Crew ConVersion. So I guess the problem lies in how armour and shields are handled for units (like extra hitpoints and nothing more than this) rather than in the fighters themselves. I will test a Nullspace PDC though, just in case it would somehow be different when a ship fires on a unit.
 
			
			
			
			
				  |  
	
		
	
	
	| 
			
			 
			
				July 16th, 2004, 04:28 PM
			
			
			
		 |  
	| 
		
			|  | 
 Brigadier General |  | 
					Join Date: Apr 2002 Location: Kailua, Hawaii 
						Posts: 1,860
					 Thanks: 0 
		
			Thanked 1 Time in 1 Post
		
	      |  |  
    
	| 
				 Re: What are the specific mechanics of Ground Combat? 
 Whoa! 
	Are you saying that Shield Depleters will actually damage non-shield hitpoints on other troops and kill them?Quote: 
	
		| ... The absolute best weapons for Ground Combat are
 the Ground Cannon III,
 the Shield Depeleter III (since it does damage to hit points, any hitpoints, and not jsut shields),
 ...
 |  
 Slick.
				__________________Slick.
 |  
	
		
	
	
	| 
			
			 
			
				July 16th, 2004, 04:35 PM
			
			
			
		 |  
	| 
		
			|  | 
 National Security Advisor |  | 
					Join Date: Jan 2001 Location: Ohio 
						Posts: 8,450
					 Thanks: 0 
		
			
				Thanked 5 Times in 2 Posts
			
		
	      |  |  
    
	| 
				 Re: What are the specific mechanics of Ground Combat? 
 
	Are you saying that Shield Depleters will actually damage non-shield hitpoints on other troops and kill them?Quote: 
	
		| Originally posted by Slick: Whoa!
 
 
 quote:
 ...
 The absolute best weapons for Ground Combat are
 the Ground Cannon III,
 the Shield Depeleter III (since it does damage to hit points, any hitpoints, and not jsut shields),
 ...
 
 |  
 Slick.
 I thought that was fixed? ISTR that used to be a problem, but I think it got fixed in the Last patch.
				__________________I used to be somebody but now I am somebody else
 Who I'll be tomorrow is anybody's guess
 |  
	
		
	
	
	
	
	
	
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |