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April 12th, 2002, 11:45 PM
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Anti-Personnel Mines
Hey guys,
I've been watching the Star Trek: Deep Space Nine episode, "Seige of AR-558" and I was intrigued by the anti-personnel mines. As far as I know, there are no anti-personnel mine technologies in SEIV.
Can someone tell me how I can go about creating these technologies? I plan on having them destroy troops as they land on a planet(they'll reside on a planet)before actual ground battle occurs.
Thank you,
Martin
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April 13th, 2002, 12:15 AM
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National Security Advisor
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Re: Anti-Personnel Mines
The first thing that comes to mind is a small cheap troop unit that does a lot of damage but is very easy to destroy. There is no way without hard code changes to make them explode on contact the way mines do, but making them easy to kill would simulate the effect.
Also I am not sure there is a way to make them do their damage first all the time. That raises a question, who shoots first in ground combat anyway. Is it always the defender?
Geoschmo
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April 13th, 2002, 12:46 AM
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Brigadier General
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Re: Anti-Personnel Mines
The attacker seems to fire first:
In a game, I had a heavy shielded transport full of 400 light troops landed on a small colony that had 10 defenders (the natural defenders you get with population) and in one bLast: Victorious.
Even though in more heavily populated areas the defender seems to fire first as I lost 3 troops first then won on the second planet.
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April 13th, 2002, 01:00 AM
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Shrapnel Fanatic
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Re: Anti-Personnel Mines
Both sides fire at the same time. Troops take damage in the order that they are loaded onto the ship or built/placed on the planet. First on, first off.
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April 13th, 2002, 04:06 AM
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Re: Anti-Personnel Mines
Geoschmo,
Thanks. That sounds like a good idea. The only dilema I see is the question of who fires first. From all the Posts I've read it appears that that fact depends on unknown factors.
Thanks again,
Martin
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April 13th, 2002, 06:03 AM
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Re: Anti-Personnel Mines
In the tests I did in Gold for ground combat in my Proportions mod, it appeared to me that neither side takes damage before firing.
It is also important to observe that the rate of fire (as least, as of 1.60) has NO EFFECT in ground combat, which is really too bad. All troop weapons fire every turn.
PvK
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