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  #1  
Old February 17th, 2002, 01:41 PM
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Default Re: Possible ground combat bug??

Thank you very much Mephisto.
What do you think is this something that should be corrected or do we just keep this in mind when we design our troops?
The reason why I ask is that if shields will work in ground combat troops will be extremely powerful against the militia!
An other observation: if you use weapons with a reload of 2 for troops, damage is still done to the militia every turn.
About the emissive armor effect: I thought that the emissive armor was not working the way as you describe it (and as it should!) but once the damage goes beyond the limit the emissive effect gets completely lost. But this was only for the large ship components not for the small troop/fighter component. I never tested this myself but there is an long topic about it in this forum.
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Old February 17th, 2002, 04:41 PM
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Default Re: Possible ground combat bug??

I think it is a bug and so it should be corrected. Else shields are nearly worthless.
I too thought that emissive wasn't working, but look at this:

Armor troopers have a health of 13:
I lost 11 of them in battle -> 143 hit points.

Shield troops have a health of 10:
I lost 18 of them in battle -> 180 health points.

Difference: 37. Ok, I know that this is not equal to 3x11 but it is quite close and I have no other explanation.
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Old February 17th, 2002, 04:52 PM
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Default Re: Possible ground combat bug??

not use shields on troop, I do use armor and such, I find the more guns the better Small troop GCIII = lotts O troops to be put down
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Old February 17th, 2002, 07:06 PM
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Default Re: Possible ground combat bug??

Well, I sent our observations to MM.
It's up to them to decide how it is supposed to work, but they should inform us.
Until now almost all troop designs had useless shield (unless you want to use the troops as cannon fodder for attacks from space).
For me it is clear not to use shields for troops anymore but armor instead of it.

Mephisto, I think there is always a chance for hit or miss. Therfore combat simulations hardly ever get exactely the same results. But perhaps you are right and the emissive ability works after all in small armors.
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Old February 17th, 2002, 08:33 PM
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Default Re: Possible ground combat bug??

quote:
Originally posted by Q:
Mephisto, I think there is always a chance for hit or miss. Therefore combat simulations hardly ever get exactly the same results. But perhaps you are right and the emissive ability works after all in small armors.


Of course, that's the reason why I did run all this 10 times and averaged it.
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Old February 17th, 2002, 08:37 PM
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Default Re: Possible ground combat bug??

Ok, here's a potential problem. A small shield generator produces 40 shield points. A militia unit does 10 points of damage. IIRC unit components do not store partial damage. If that is correct then a single troop with one small shield will be able to conquer any size planet.

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Old February 18th, 2002, 01:56 AM
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Default Re: Possible ground combat bug??

quote:
Originally posted by geoschmo:
Ok, here's a potential problem. A small shield generator produces 40 shield points. A militia unit does 10 points of damage. IIRC unit components do not store partial damage. If that is correct then a single troop with one small shield will be able to conquer any size planet.
Geoschmo



Actually, damage is not recorded for the components but it isn't lost either. It is stored until the total damage scored on the units present on a planet/battle/fighter group equals or exceed the hit points of the smallest unit present. The hit points of this destroyed unit is subtracted from the total damage. This is repeated until the total damage is less then the hit points of the smallest unit (i.e. the one with the least health points). Damage below the treshhold is not lost but will be added to the next hit. This is the reason why troops are always first to be killed in a planetary bombardment - they are the units with the least hit points...
Note that shield points are just added to the hit points of a unit, i.e. a shield generator level 3 is a 64 point component.

I hope this makes sense. Feel free to ask if it isn’t.
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