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September 14th, 2001, 08:47 AM
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General
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Join Date: Mar 2001
Location: UK
Posts: 4,245
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Re: troops and range
OKay, fair enough. I've ben playing it safe all this time and using ground cannon exclusivly.
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SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.
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September 14th, 2001, 08:54 PM
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General
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Join Date: Jul 2001
Location: Canada
Posts: 4,603
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Re: troops and range
I have never used troops. Are they worth the investment ???????????
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L? GdX $ Fr C++ SdT T+ Sf* Tcp+ A M++ MpTM ROTS Pw+ Fq+ Nd Rp++ G+
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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September 14th, 2001, 11:06 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
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Re: troops and range
Well, how important is it to you to capture an opponent's planet intact? In an espionage-free game, it might be quite useful since it's the only way to take an intact colony from an unwilling (if you consider surrender, rather than fighting to the death, as a willful choice) foe? If planets are scarce (say, Ancient galaxy) this may matter even more.
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-- The thing that goes bump in the night
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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September 15th, 2001, 12:35 AM
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First Lieutenant
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Join Date: Sep 2000
Location: Texas
Posts: 626
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Re: troops and range
Well... I use a modified data set (of my own design)
I have a mount that increases the range of weapons for troops which means you can build em and have em shoot out into space and hit ships. To ballance this I have a negative hit modifier on em. Seems to work out pretty good.
Also they can still shoot out into space even without the mount... just the range is limited... though in MP I have found this usefull for stopping transport ships that want to drop troops down.  Sorta a preemptive defense... shoot em before they land.
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Oh hush, or I'm not going to let you alter social structures on a planetary scale with me anymore. -Doggy!
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September 15th, 2001, 04:11 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
Posts: 2,961
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Re: troops and range
i bet in a hundred years, our troops will be able to shoot out into space. that would kick ***. im not positive what it would be good for, but it sure would kick ***.
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"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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September 15th, 2001, 06:03 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: troops and range
quote: Originally posted by Cyrien:
Well... I use a modified data set (of my own design)
I have a mount that increases the range of weapons for troops which means you can build em and have em shoot out into space and hit ships. To ballance this I have a negative hit modifier on em. Seems to work out pretty good.
Also they can still shoot out into space even without the mount... just the range is limited... though in MP I have found this usefull for stopping transport ships that want to drop troops down. Sorta a preemptive defense... shoot em before they land.
Troops can shoot out into space? In SE IV? How do you get fire control?
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September 15th, 2001, 08:34 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: troops and range
quote: Originally posted by Taqwus:
Well, how important is it to you to capture an opponent's planet intact? In an espionage-free game, it might be quite useful since it's the only way to take an intact colony from an unwilling (if you consider surrender, rather than fighting to the death, as a willful choice) foe? If planets are scarce (say, Ancient galaxy) this may matter even more.
If you want to expand rapidly conquering planets is the best way (except making them surrender as you said): You get planets with facilities and the population, who may even allow you to colonize different atmospheres. And it is much more effective than intel operations IMO because with intel operation the planet might just riot and get independent but not joining your empire. And in my experience the failure rate of "puppet political parties" is quite high too. So I use this only for planets, where I suspect lot of units on it, or when my attack with troops has failed or I have no troops available.
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