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February 12th, 2003, 05:26 PM
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Brigadier General
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Re: Yet another planet capture problem
Before I notify MM of this, are we all in agreement that cargo which is undestroyed by bombardment/combat during planet capture should be captured and turned over to the control of the conquering empire?
I can't think of any good reason to have the cargo destroyed. Obviously the intent of MM was to be able to capture the planet in as much of a useable condition as possible. If the intent of the defending empire was to use a "scorched earth" tactic, it surely would destroy facilities before cargo. Since this has never worked that way, I think this cargo thing is a bug.
Thoughts?
Slick.
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Slick.
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February 12th, 2003, 05:50 PM
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General
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Re: Yet another planet capture problem
Quote:
Before I notify MM of this, are we all in agreement that cargo which is undestroyed by bombardment/combat during planet capture should be captured and turned over to the control of the conquering empire?
I can't think of any good reason to have the cargo destroyed.
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I wouldn't object to a few random units/ facilities being destroyed at random once in a while, but I don't think a 100% destruction rate of units is good.
Of course it would be best if Malfador made the fix moddable so anyone who wants to play it diferently still can (and modders have another toy to play with.)
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February 12th, 2003, 07:19 PM
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Second Lieutenant
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Re: Yet another planet capture problem
You CAN still capture cargo (at least mines)when taking a planet with troops, I captured about 50 mines in planetary assaults Last night. Haven't checked with weapon platforms or sats yet.
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February 12th, 2003, 08:05 PM
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National Security Advisor
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Re: Yet another planet capture problem
Atrakus. Using 1.84? I was not able to capture mines in my tests. Are you playing sim turn or turn based?
Geoschmo
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February 12th, 2003, 09:21 PM
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Sergeant
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Re: Yet another planet capture problem
That would be shame if cargo related combat results were different with turn based and simultaneous modes.
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February 12th, 2003, 10:31 PM
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Sergeant
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Re: Yet another planet capture problem
just had the chance to give it a try. Using 1.84, turn based tactical. The attack took two waves. Only thing in planet cargo were mines (no WP or Sats). Which were 22 Sm mines, with level 1 warheads.
First wave dropped:
26 troops VS 27 militia. After combat, 22 troops left, 10 militia left, and 11 mines left.
ended combat round, brought second ship to the planet.
Second wave dropped:
6 troops =
28 troops VS 10 militia. After combat 28 troops remained, zero milita, 8 mines. Planet captured.
The first wave obviously took 10 combat turns, the second wave was completed on the 4 turn. Not sure if the damage resistance of the mines had any effect, but with the exception of the one extra lost during the first battle, the planet lost one mine per combat turn from storage.
As for the troops: Sm troop, 1 shield3, 1 ABP3 (20/15/10).
Three duplicate tests showed the exact same results.
So in turn based, you can capture mines. But not all of them. I would assume the same would apply to sats or a combo of both, but have not had the oppty to check that (yet, mwahaha).
When I tried to test it using only one wave, the 32 troops VS 27 militia did not capture the planet. remaining were 29 troops, 4 militia, and 12 mines. (one mine lost per combat turn. hmmm)
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February 13th, 2003, 12:10 AM
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First Lieutenant
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Re: Yet another planet capture problem
Ahem, now that I take a closer look to it. I have got a running game: turn based, proportions, not yet patched, so it is 1.78.
One or two turns ago my people have captured the abbidon home planet. Now I have seen 4 weapon platforms in planet cargo which are definetely not my design (I do not have PPB4 yet *sigh*), so we are also able to capture wp, at least with the configuration above.
EDIT: It was turn based tactical to be accurate.
[ February 12, 2003, 22:12: Message edited by: PsychoTechFreak ]
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