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Yet another planet capture problem
I have captured numerous planets in numerous games under all SE4G Versions since Gold was released. Why is it that if the enemy planet has mines or satellites in cargo during combat, they are gone when the planet is taken over?
I understand that for the other units: - fighters are auto-launched and normally PD'ed to death, - WP's are normally killed, and now under 1.84 die first, - drones are normally launched (haven't tested the no-auto-launch of anti-planet drones yet) But where do the mines and sats go? I cannot believe that 100% of the time, extra damage kills them off. Proof: I just took over a planet with satellites & mines in cargo, but it had no WP's. My fleet held back and my troop transport ran to the planet and took it over. The troop transport has no weapons other than PD. This is in simultaneous movement, btw. Do my troops kill off all the cargo on the target planet? http://forum.shrapnelgames.com/image...s/confused.gif Slick. |
Re: Yet another planet capture problem
Your ships will kill off anything that can hurt them. Mines and sats stored in cargo can't hurt them, so they leave it alone and drop their troops.
Troops also can't hurt them, so under the new rules your ships should kill the WPs and fighers and drop their remaining troops regardless of the other cargo. Phoenix-D |
Re: Yet another planet capture problem
The items in cargo with the least hit points are destroyed first during bombardment. If there were any WPs there, the sats/mines will be destroyed before them.
Although, I think patch 3 (1.84) changed it so that WPs get destroyed before anything else does. The order they get destroyed is still least HPs first. The other cargo gets destroyed in the same way once the WPs are gone. |
Re: Yet another planet capture problem
That may be true, but what I read was that there was no bombardment, only troop drop. And the mines and sats vanished from cargo. I would want to know why also.
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Slick. |
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IIRC I have, yeah. Only thing I can think of is the other player gave the order to launch them and they launched anyway. Assuming they are in orbit..
Phoenix-D |
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Well slick. Looks like you were right. I have confirmed that the units in cargo are destroyed during the invasion. Not sure what happened there, but I don't think it was an intentional change. Unless I am misunderstanding the entries in teh history file. Guess we need to report this to Malfador.
Geoschmo |
Re: Yet another planet capture problem
I have captured planets with mines and satellites in cargo many times...Greybeard
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Been a while, but I believe I have captured planets with mines on them... even ones with intact WP but they were only armed with PDC!
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Slick. |
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[edit: maybe this is an undesired byproduct of the change to kill WP's first during a planet capture???] Slick. [ February 12, 2003, 05:10: Message edited by: Slick ] |
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OTOH, what if planet cargo would be completely filled with units? Where do your troops go in this case? |
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at first glance I also thougt I had captured planets before with the cargo unaffected, but then i got to thinking, that those may have been surrendered planets, and not troop-taken planets. Not 100% sure about Sats in cargo either, sure I have captured planets via troops and kept the WPs, but anything else is in a grey area.
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I have been taking planets in tactical lately (ie, in 1.84) without bombardment, and have noticed that all weapons platforms are destroyed in every case.
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I just fear a little chance of probably non-capturable full planets if this would be fixed because of a probably different combat cargo handling, probably like transfer from ship to planet. Most unlikely, but who knows. |
Re: Yet another planet capture problem
Your dropped troops just overflow the cargo space of the planet, using up something like 15000/3000 (as an example). http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Yet another planet capture problem
Problem? Just blat it with your orbiting spacecraft until the # of troops defending is low enough that you're sure of success!
Works for me... http://forum.shrapnelgames.com/images/icons/icon7.gif (Even in Proportions - where taking out Homeworlds is sometimes a /very/ slow and deliberate process!) Steve. |
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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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.) |
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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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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That would be shame if cargo related combat results were different with turn based and simultaneous modes.
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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) |
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 ] |
Re: Yet another planet capture problem
(took a nap)
when I went back to the game, I decided to run the test a few more time, only using strategic combat instead of tactical. it took having to do the extra steps of pulling the battle fleet off the world, and moving it back in after the first wave, but anyway. First test, first combat, same results, only I lost two more troops than in tactical http://forum.shrapnelgames.com/image...s/confused.gif Second combat all the same except no corgo survived. Second test same as tactical results, except after the second combat 7 mines survived. So, using the thought that strategic combat works the same in either turn-based or simultaneous games, then one should be able to capture mines in a simul game, provided there are enough of them to survive the ground combat part, and any planetary bombardment that may take place prior to troop drop. Now, I am going to resume PLAYING this one. http://forum.shrapnelgames.com/images/icons/icon10.gif Hope this endeavor helps the main bug chasers determine the correct and solid answer. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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The problem is that it doesn't seem to be possible to capture wps, sats and mines in cargo any more. They seem to be destroyed by the ground combat.
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Ok, I have been able to take over planets in simultaneous and turn based games under test conditions and have cargo survive. This includes satellites and mines. It just seemed strange for a while there that the cargo was always being destroyed. I am still wondering about the no-bombardment cases that I have seen where the cargo was gone.
Slick. |
Re: Yet another planet capture problem
In my "test", I was using minimal troops, mainly because the system I am attacking in the game has all low pop worlds. I don't know if the mines that did survive were because of that small amount. Given the same planet and a 100 troop drop, might have destroyed all the cargo. I don't know, maybe would have captured more (as it would have taken less combat turns). I guess cargo is what is exploding on the mini-world during planet combat and not alien heads. lol
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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 |
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). |
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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Slick. |
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 |
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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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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The cargo is not always destroyed though.
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And, I have had troops + cargo exceed the cargo limits of the planet.
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