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  #1  
Old April 24th, 2002, 06:18 PM
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Default Re: Troops in Proportions Mod

quote:
Also, can I please have a ninja?
Religious + Organic Manip in P&N will do that for you.
For play balance, you need a few hundred of them to subdue a few billion people.
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  #2  
Old April 24th, 2002, 06:22 PM

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Default Re: Troops in Proportions Mod

And what tech do I need to have a clone working at office while I spend hours at this board ?
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  #3  
Old April 24th, 2002, 08:27 PM
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Default Re: Troops in Proportions Mod

quote:
Originally posted by oleg:
I ran into a curious situation: AI builds a lot of infantry on all its colonies and it is very hard to take them over, but had only weapon platforms on the homeworld ! One sneaky transport was able to conquire it - several military ships with weapons served as a decoy to draw fire.
I think it might be agood idea to boost militia - conceivably it will make taking AI homeworlds (and homeworlds only !) harder in case of AI troop building blunders.

New unit_building.txt file should solve this problem though...



Ya, the current AI's will build troops on the homeworld, but may then carry them away and not replace them. As you say, adding entries to unit_building.txt to maintain homeworld garrisons will help. Some time after 2.2, when I add these to the AI, I may start getting feedback that no one will ever take a homeworld because of the mobs of weapon platforms and armies on them. We'll see.

Your idea to increase militia strength a little makes some sense. A small ground force should be able to take an ungarrisoned colony pretty easily, but not one with a really large population. However, the problem there comes from SE4 - it automatically regerates militia every combat round, and in Proportions, combat is intentionally slowed down so that it will often Last more than one round. It seems to me that pretty much means militia should be kept pretty weak, although I suppose it could use some testing and experimenting.

PvK
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Old April 24th, 2002, 08:36 PM
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Default Re: Troops in Proportions Mod

quote:
Originally posted by Loser:
Nice way to set up the infantry-tank co-dependency, but is it possible to make it more complicated?

Say, somehow, a representation of infantry, cavalry, artillery, and... something else like air-corps?

Also, can I please have a ninja?




The SE4 ground combat system is pretty limited in what you can do with it, but I'll think about adding some more unit types for variety, even if it turns out to be mostly cosmetic.

What do you want in a ninja? For troops, I guess you're thinking of something more elite than the elite infantry? Historically, ninja would actually be intel units (assassins and spies), rather than conquest and main battle troops.

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Old April 24th, 2002, 11:23 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Troops in Proportions Mod

quote:
Originally posted by PvK:



The SE4 ground combat system is pretty limited in what you can do with it, but I'll think about adding some more unit types for variety, even if it turns out to be mostly cosmetic.

What do you want in a ninja? For troops, I guess you're thinking of something more elite than the elite infantry? Historically, ninja would actually be intel units (assassins and spies), rather than conquest and main battle troops.

PvK



Have you tested whether the strategy set on a troop has any effect on what it does in combat? It would be nice if there were an affect allowed in the 'algorithm' that resolves ground combat for troop strategy.
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  #6  
Old April 24th, 2002, 11:34 PM
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Default Re: Troops in Proportions Mod

quote:
Your idea to increase militia strength a little makes some sense. A small ground force should be able to take an ungarrisoned colony pretty easily, but not one with a really large population. However, the problem there comes from SE4 - it automatically regerates militia every combat round, and in Proportions, combat is intentionally slowed down so that it will often Last more than one round. It seems to me that pretty much means militia should be kept pretty weak, although I suppose it could use some testing and experimenting
That is not true.
The militia only regenerate when there are zero foreign troops actually on the planet.
If you play a sequential turn, and set the number of ground combat rounds to be very small, you can watch both the attackers and the militia get whittled down.

I have had about ten year-long conflicts going on recently in my current hotseat game, so I am very sure it works!
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Old April 24th, 2002, 11:34 PM
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Default Re: Troops in Proportions Mod

quote:
Originally posted by Baron Munchausen:


Have you tested whether the strategy set on a troop has any effect on what it does in combat? It would be nice if there were an affect allowed in the 'algorithm' that resolves ground combat for troop strategy.



Good idea; no I haven't yet. Seems like probably the only thing that could be affected would be targetting priorities. Like, target smallest or largest might get troops to try to take out infantry or vehicles first. Someone should test it, but my guess is it won't have any effect, because the system seems to pig-pile everyone into two opposing armies, add up the abilities and damage inflicted by both sides, and then apply it. It's worth a test, though.

PvK
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