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  #31  
Old February 15th, 2003, 12:14 AM

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Default 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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  #32  
Old February 15th, 2003, 12:54 AM
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Default 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!

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  #33  
Old February 15th, 2003, 01:14 AM

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Default Re: Yet another planet capture problem

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.
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?
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  #34  
Old February 15th, 2003, 02:40 AM
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Default Re: Yet another planet capture problem

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.
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?
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.

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  #35  
Old February 15th, 2003, 06:30 AM

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Default 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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  #36  
Old February 16th, 2003, 02:41 AM
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Default 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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  #37  
Old February 16th, 2003, 02:53 AM
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Default Re: Yet another planet capture problem

The destruction of all cargo makes sense, as the defenders would sabotage any equipement, to prevent it from falling into enemy hands.
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  #38  
Old February 16th, 2003, 02:55 AM
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Default Re: Yet another planet capture problem

The cargo is not always destroyed though.
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  #39  
Old February 16th, 2003, 03:23 AM

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Default Re: Yet another planet capture problem

And, I have had troops + cargo exceed the cargo limits of the planet.
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  #40  
Old February 16th, 2003, 03:28 AM
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Default Re: Yet another planet capture problem

Quote:
Originally posted by couslee:
And, I have had troops + cargo exceed the cargo limits of the planet.
Ok, then my earlier hypothesis is wrong.
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