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				February 14th, 2003, 10:13 AM
			
			
			
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				 Re: Yet another planet capture problem 
 Sounds like probably a change in 1.84 has ground combat randomly damaging non-troop cargo, the report below is correct about some mines being destroyed during a ground combat round.
 What would probably be good to test, then, is what if you build weapons platforms with lots of shields or armor, but no weapons. Planetary bombardment will stop short of killing them (I've captured such WP's before in 1.78), but the troops - will they now have most/all of their shots hit these tough WP's instead of the enemy troops?
 
 PvK
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				February 15th, 2003, 12:14 AM
			
			
			
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				 Re: Yet another planet capture problem 
 same game, came across another "only mine cargo" planet.  ran two quick single tests.first one I dropped 93 troop (way more than enough) and all 20 mines in storage were destroyed.  Total troops exceeded planet storage capacity.  Second run, I used only a few troops, and kept 16 of the 20 mines.  Combat was still only one round, cargo was still exceeded, but only with the combo of the two. (tiny world, domed, 10 troops dropped).
 
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				February 15th, 2003, 12:54 AM
			
			
			
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				 Re: Yet another planet capture problem 
 Ok, I can confirm via testing what others have mentioned below.  Thanks for all the testing.  Looks like it's a wrap and the bottom line is:  Cargo is randomly destroyed during ground combat.   
 It is no longer always advantageous to use overwhelming numbers of troops.  The only problem is that it is cumbersome to tweak the number of troops being dropped and, in simultaneous games it's impossible to tweak more than 1 drop per fleet per turn.  GRRR!
 
 Slick.
 
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				February 15th, 2003, 01:14 AM
			
			
			
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				 Re: Yet another planet capture problem 
 
	if there are no WP to deal with, couldn't you pace two seperate planet capture ships to hit one after the other to get that effect?  of course, that still would be a hassle.  but possible, yes?Quote: 
	
		| Originally posted by Slick: It is no longer always advantageous to use overwhelming numbers of troops.  The only problem is that it is cumbersome to tweak the number of troops being dropped and, in simultaneous games it's impossible to tweak more than 1 drop per fleet per turn.  GRRR!
 
 Slick.
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				February 15th, 2003, 02:40 AM
			
			
			
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				 Re: Yet another planet capture problem 
 
	if there are no WP to deal with, couldn't you pace two seperate planet capture ships to hit one after the other to get that effect?  of course, that still would be a hassle.  but possible, yes?Quote: 
	
		| Originally posted by couslee: 
 quote:Originally posted by Slick:
 It is no longer always advantageous to use overwhelming numbers of troops.  The only problem is that it is cumbersome to tweak the number of troops being dropped and, in simultaneous games it's impossible to tweak more than 1 drop per fleet per turn.  GRRR!
 
 Slick.
 |  It would be a gamble.  If you put too few troops in the first one and lost, the militia would "regroup" along with any remaining defending troops and then you might lose the second set the same way.  You might have won if you attacked with all troops at once.  The way I look at it is that it is much more important to win the ground battle and capture the planet than to risk losing over potentially capturing some cargo.  Also, unless you have done intel to determine what cargo is stored on the planet, you have no idea if there is even anything there.  I guess it is more realistic this way anyway - collateral damage.
 
 Slick.
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				February 15th, 2003, 06:30 AM
			
			
			
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				 Re: Yet another planet capture problem 
 true, and it's not like mines are expensive anyway. lol
 Yessir, we lost half the invasion force, but we now have these nifty sm mines with level 1 warheads now.  Ain't they cute.... lol
 
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				February 16th, 2003, 02:41 AM
			
			
			
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				 Re: Yet another planet capture problem 
 Maybe you can only keep pre-existing cargo if there is space left over after all of your troops are placed in cargo after combat is over. If your troops take 1200 kt, and the planet ahs 1000 kt of cargo, it might remove all of the leftover cargo that was there before when placing your troops in the planet's cargo (after combat is resolved). |  
	
		
	
	
	
	
	
	
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