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October 30th, 2006, 10:31 PM
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Sergeant
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Join Date: May 2002
Posts: 279
Thanks: 2
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Re: Strategies for \"clean\" planet capture (renamed
Well, it makes some logical sense that damage done to planets should be spread out randomly across all the things on the surface, but it should also factor in the fact that the ships will most likely be trying to hit the military installations, starting with the biggest threat first. If some pop or facilities get killed in the process, that's realistic, but you'd figure that the ships wouldn't just be firing randomly at the planet.
Maybe higher tech in military science could increase the chance that the ships will hit a WP with a particular shot rather than a population or other thing on the planet? Dunno if that's possible in the current code, but maybe it can be patched in later.
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October 31st, 2006, 07:37 PM
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Private
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Join Date: Oct 2006
Posts: 26
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Re: Strategies for \"clean\" planet capture (renamed
Ummm why not just drop troops/fighters on the planet? They will kill the platforms during ground combat. Then you can build a weapon plaform armed with guns to take out orbiting satelites.
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October 31st, 2006, 07:48 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: Strategies for \"clean\" planet capture (renamed
If your troop transport isn't shot down by the WPs and Satellites, that is.
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October 31st, 2006, 07:59 PM
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Private
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Join Date: Oct 2006
Posts: 26
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Re: Strategies for \"clean\" planet capture (renamed
HAHAHA that's nto a problem, after you enter the planet sector for the first time hang way back till combat is over. Then manually place your transport ontop of the planet in sector view, and reattack the planet. Make sure you tell your ship to drop troops before you start the timer, unless you have your strategy set to planet capture. You will lose your transport but the tropps will land.
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October 31st, 2006, 08:52 PM
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Sergeant
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Join Date: May 2002
Posts: 279
Thanks: 2
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Re: Strategies for \"clean\" planet capture (renamed
A fun little way to exploit singleplayer games, yes...
But then this is why the AI really should build troops for defense. Fighters are ok but they usually all get killed in the space combat and so don't usually factor into defensive ground combat.
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October 31st, 2006, 09:01 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: Strategies for \"clean\" planet capture (renamed
The whole 'sector view' feature is completely unfinished as I see it. In fact, the whole limitless space combat thing is. It's messing up the AI and their ships as well. There needs to be some sort of major feature-fix. I.e.
1. Can't move ships using the 'sector view' while enemy ships/units are in the sector.
2. Ships that successfully flee should be moved to an adjacent hex to avoid having 10 'chasing' combats in one turn and for a dozen other reasons probably; like moving into an enemy controlled warp point, 'retreat', and then go through the warp point they are protecting, or preventing the AI from wasting half his fleet chasing a few fleeing ships for 20 turns in a row.
3. Ships/units should, after combat, be reset to the positions they had before combat started.
Would make it all work out so much more smooth and logically.
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