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April 26th, 2002, 09:05 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: Invasion Inoculation
Not if you want to resist enemy troops with weapons. In the default game set though, all-shield troops are probably good to protect your planet with - I expect the'll work well as sand bags to protect your weapon platforms from bombardment from space, too...
PvK
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April 26th, 2002, 09:52 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Invasion Inoculation
quote: Originally posted by Loser:
They can shoot the troops form orbit?
dang....
What's the use of defensive troops under any circumstances, then?
Yes, this is a problem in my mind. Troops never get to fight troops because defending troops are always destroyed from space. I wish MM would either store troops differently from other cargo or at least allow an option to change their status from 'cargo' to something else' -- call it 'dug in' or 'dispersed' or something like that. When in this special state they should not be damaged like cargo but like population. As a 'balancing' factor I guess they should not be easily removable from the planet when in this state. Maybe you need a turn to move them from 'dug in' back to cargo so they can be loaded up for transport.
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April 26th, 2002, 09:57 PM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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Re: Invasion Inoculation
How much damage does militia do?
How much militia do you get for how much population?
If a certain amount of militia is destroyed, but the planet is not lost, how long does it take to get that militia back?
When a planet is taken, does the invader get the whole population's worth of militia if he is attacked the very next turn?
Are the numerical answers to these questions modable?
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April 27th, 2002, 01:51 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Invasion Inoculation
The exact damage and hitpoints, and number per x million people are all found in settings.txt
Militia are fully restored to the amount in settings.txt the instant there are no foreign troops on the surface.
This could be as often as between troop transport drops in the same combat turn, or only after a year of fighting a stalemate.
The instant a ceasefire happens, the militia are restored.
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April 27th, 2002, 05:04 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Invasion Inoculation
quote: Troops never get to fight troops because defending troops are always destroyed from space.
Only if the attacker is patient.  With a "heavily-enough" armored/shielded/PDC'd transport, one can get troops dirtside without completely suppressing the defenses.
I know I've seen ground combats with defending troops and militia, and I've even captured at least one planet that still had functional weapons platforms on it.
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"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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April 27th, 2002, 08:56 PM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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Re: Invasion Inoculation
Great, so my AMCE Troop Inoculation will innoculate against the most patient troop-landing player (already more patient than the glass-happy masses).
Oh well.... I still want to see what happens to ground comabt when a treaty is made...
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April 29th, 2002, 05:15 PM
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Corporal
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Join Date: Jan 2002
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Re: Invasion Inoculation
Do you know how to get your troop transports to do this in strategic combat? My transports always run to the corner until my other ships have destroyed all the planetary defenses. I'd actually like it if they would zoom in and take the planet without waiting for this sometimes...
quote: Originally posted by capnq:
Only if the attacker is patient. With a "heavily-enough" armored/shielded/PDC'd transport, one can get troops dirtside without completely suppressing the defenses.
I know I've seen ground combats with defending troops and militia, and I've even captured at least one planet that still had functional weapons platforms on it.
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