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February 12th, 2003, 10:28 AM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
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Re: Yet another planet capture problem
Quote:
maybe this is an undesired byproduct of the change to kill WP's first during a planet capture???
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I don't think so, my laptop SE Version is not yet patched and I always have seen the same issue. Planet capturing with or without bombardement resets planet cargo. Sats and mines are not launched during combat (maybe intended?) as far as I recall, just drones and fighters.
OTOH, what if planet cargo would be completely filled with units? Where do your troops go in this case?
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February 12th, 2003, 10:30 AM
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Sergeant
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Re: Yet another planet capture problem
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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It's all just a perspective of matter.
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February 12th, 2003, 11:42 AM
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General
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Location: UK
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Re: Yet another planet capture problem
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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February 12th, 2003, 11:53 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Yet another planet capture problem
Quote:
Originally posted by PsychoTechFreak:
OTOH, what if planet cargo would be completely filled with units? Where do your troops go in this case?
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Cargo storage can have more cargo than the limit. The troops just get added to the cargo area. Try building a Cargo Storage Facility, and then fill the planet with units. Scrap the facility, and all the units remain there and work fine. You can't add more, of course, and you can't just move one off and then back on. This only happens with Planet cargo, and not ship cargo. 
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February 12th, 2003, 12:27 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
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Re: Yet another planet capture problem
Quote:
Cargo storage can have more cargo than the limit. The troops just get added to the cargo area. Try building a Cargo Storage Facility, and then fill the planet with units. Scrap the facility, and all the units remain there and work fine. You can't add more, of course, and you can't just move one off and then back on.
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Yeah, I see this nice feature also with an abbidon home planet with ex-extended cargo racial ability (proportions), it has now 18/15 facilities and I should better not scrap the cultural centers to free space for computer complex or similar.
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.
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February 12th, 2003, 12:33 PM
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Shrapnel Fanatic
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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). 
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February 12th, 2003, 01:31 PM
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Private
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Join Date: Nov 2001
Location: England
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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...
(Even in Proportions - where taking out Homeworlds is sometimes a /very/ slow and deliberate process!)
Steve.
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