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Re: Possible ground combat bug??
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Q:
Mephisto, I think there is always a chance for hit or miss. Therefore combat simulations hardly ever get exactly the same results. But perhaps you are right and the emissive ability works after all in small armors.<hr></blockquote> Of course, that's the reason why I did run all this 10 times and averaged it. http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Possible ground combat bug??
Ok, here's a potential problem. A small shield generator produces 40 shield points. A militia unit does 10 points of damage. IIRC unit components do not store partial damage. If that is correct then a single troop with one small shield will be able to conquer any size planet.
Geoschmo |
Re: Possible ground combat bug??
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by geoschmo:
Ok, here's a potential problem. A small shield generator produces 40 shield points. A militia unit does 10 points of damage. IIRC unit components do not store partial damage. If that is correct then a single troop with one small shield will be able to conquer any size planet. Geoschmo<hr></blockquote> Actually, damage is not recorded for the components but it isn't lost either. It is stored until the total damage scored on the units present on a planet/battle/fighter group equals or exceed the hit points of the smallest unit present. The hit points of this destroyed unit is subtracted from the total damage. This is repeated until the total damage is less then the hit points of the smallest unit (i.e. the one with the least health points). Damage below the treshhold is not lost but will be added to the next hit. This is the reason why troops are always first to be killed in a planetary bombardment - they are the units with the least hit points... Note that shield points are just added to the hit points of a unit, i.e. a shield generator level 3 is a 64 point component. I hope this makes sense. Feel free to ask if it isn’t. |
Re: Possible ground combat bug??
I was under the impression that damage from all units (that won the roll to hit) was added up and fired as one burst. Any leftover damage was lost.
I had one ground combat going, where 10 of my tanks simply could not kill the one enemy militia. (I knocked out all the units they built each turn) After 6 months or so of fighting without losses and without a win, 10 more tanks arrived. After two rounds of ground combat, they finished off the one militia. |
Re: Possible ground combat bug??
All partial damage vanishes between combats, just not between combat rounds.
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Re: Possible ground combat bug??
For space combat, yes.
For ground combat, maybe not. 10 tanks couldn't kill one militia over 6 months of 10 rounds each, yet 20 tanks killed one militia in 2 rounds. Unless theres a better explanation that I don't know about... |
Re: Possible ground combat bug??
Do the Small combat sensors and Small ECM actually make a difference? Enough to justify the cost?
I gave up on the expensive shields a long time ago. I found out that armor survived better against the militas first round. My Abhrams has 2 GC and normal armor. If I can build 20 good units a turn vs. 10 better units, who would win? ------------------------------------------------ So many ugly women, too much time. GOT BEER? |
Re: Possible ground combat bug??
Currently, ECM and sensors do work in ground combat... in fact, they apply to the ENTIRE army. So you only need one, as long as that unit survives. Since units are currently killed usually from left to right http://forum.shrapnelgames.com/image...s/rolleyes.gif , make sure your sensor units appear on the right in the list of units on a planet, or on a transport. This has been reported and may change.
PvK |
Re: Possible ground combat bug??
One more small oddity in ground combat:
Small shield depleters do normal damage and are therefore extremely powerful! However this can be easily corrected if you allow small shield depleters only for fighters and no more for troops. I got an e-mail for MM, that they will take care of the shield bug in troops. I made some more tests to see what would happen if the shields work and the result is as expected, that attacking troops get extremely powerful against the militia. To compensate this I increased the militia per population by 2x, the attack strength of the militia by 2.5x and the damage resistance of the militia by 3.3x. In this setting 300kT large troops can still conquer a colony with 300M population, but about half of the attacking troops are lost in that combat. |
Re: Possible ground combat bug??
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PvK:
...Since units are currently killed usually from left to right http://forum.shrapnelgames.com/image...s/rolleyes.gif ... PvK<hr></blockquote> The guys on the left must be the ones with the red shirts. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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