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June 24th, 2003, 06:06 PM
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Colonel
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Location: Colorado
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Troop Question
Quote:
from the FAQ
8.3.1 Range and fire rate does not matter for troop weapons. All troop weapons are assumed to be fired at range 1 and fire rate 1.(Quikngruvn, Foreman)
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Does this remain the case? From those names I'd guess this was added to the FAQ long, long ago.
Is there a modder's FAQ somewhere that would tell what component types do and don't make a difference for Troops or is this something a modder just know, or finds out and just remembers?
[ June 24, 2003, 17:50: Message edited by: Loser ]
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June 24th, 2003, 06:09 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Troop Question
It is still true.
I'm not sure if there is a list yet, but if you ask for particulars, you will get answers in minutes
__________________
Things you want:
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June 24th, 2003, 07:32 PM
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Shrapnel Fanatic
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Re: Troop Question
If you go to SE4 Modding 101 Tutorial (in my sig) and then to the Abilities chapter (16), you will see that I have listed every ability and which files they are valid in. I will eventually get around to labeling which do not work on units and such.
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June 24th, 2003, 07:49 PM
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BANNED USER
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Join Date: Nov 2001
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Re: Troop Question
Different Troop Question:
I noticed something.
You have to research Fighters to get
Small Combat Sensors
Questions:
1) Is that correct?
2) Do they help Troops?
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June 24th, 2003, 09:47 PM
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Colonel
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Re: Troop Question
Yes, what about Combat Sensors and ECM? Does it effect Troops?
And what about single-Weapon To-Hit bonus? Does that work for Troops or does it change all the Weapons on the Troop (and all thus all the Weapons on the whole dang stack)?
And Talisman? Does a component modded with the Talisman effect work on a Troop?
How about Emissive Armor?
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June 24th, 2003, 10:45 PM
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Shrapnel Fanatic
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Re: Troop Question
The best CS and ECM bonus from all of the troops you have on a planet affect all of the troops (just like sat stacks, fighter stacks, WPs, etc.).
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June 25th, 2003, 02:52 AM
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Major
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Location: Solomon Islands
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Re: Troop Question
If I assault a planet in Tactical Combat, I get a combat screen whenever one of my troop transports drop troops, usually getting slaughtered without being able to do much damage in return. Suggestions?
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June 25th, 2003, 03:54 AM
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National Security Advisor
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Re: Troop Question
Bring more troops.
EDIT: also, use one big transport. The local militia regenerate after each defeat..so if your transport can't win the first battle, another identical transport won't either.
[ June 25, 2003, 02:55: Message edited by: Phoenix-D ]
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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June 25th, 2003, 04:20 AM
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Lieutenant Colonel
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Re: Troop Question
Just the main reason to set the ground combat to 3 rounds instead of 30 in settings.txt...
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June 25th, 2003, 05:24 AM
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Major
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Re: Troop Question
Quote:
Originally posted by Phoenix-D:
Bring more troops.
EDIT: also, use one big transport. The local militia regenerate after each defeat..so if your transport can't win the first battle, another identical transport won't either.
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Sheesh, that's easier said that done. This is in Proportions. The enemy planet has about 10,000 infantry and maybe 20 small troops. My Blackhawk class medium-transport hull troopships carry 500 infantry and 50 small troops each. I have over 25 of them full of troops. I get a separate ground combat screen whenever one of them drops troops. They get slaughtered and only manage to bring down
down the enemy infantry count to 8,000 or so.
Oh yeah, I also have maybe 20 or so PD-only light cruisers and destroyers to suppress fire the massive barrages of missiles the planet's WPs shoot. I mean, in tactical, it takes over a minute for the planet to finish firing its missiles.
[ June 25, 2003, 04:27: Message edited by: deccan ]
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