|
|
|
|
June 12th, 2002, 07:18 PM
|
Corporal
|
|
Join Date: Nov 2001
Location: Knoxville, TN
Posts: 196
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
problems capturing planets in SE IV Gold
Has something changed? My transports with troops on board keep running away and the rest of my fleet glasses the planet. I never had to put weapons to troop tranports before. Do I need to do this now with Gold?
|
June 12th, 2002, 07:47 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: problems capturing planets in SE IV Gold
Give the fleet "Capture planet" orders.
The warships will attack the planet until all of the platforms are dead.
The warships will then back off and left the transports drop troops.
If the transports fail, then the warships will glass the planet.
If the planet has a very low population, and can't survive the splash damage from the destruction of the platforms, send in transports only. You can make a bunch of faster, heavily shielded, decoy transports to draw off fire if you like.
__________________
Things you want:
|
June 12th, 2002, 09:09 PM
|
Corporal
|
|
Join Date: Nov 2001
Location: Knoxville, TN
Posts: 196
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: problems capturing planets in SE IV Gold
yep, tried capture planet as the fleet strategy.
I dont seem to remember having any trouble with before Gold.
Looking at the combat replay the troop ships just run straight for the corners.
|
June 12th, 2002, 10:52 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: problems capturing planets in SE IV Gold
The troopships run to the corners until the warships have finished their job of disabling the platforms.
Then once the defenses are gone the warships will retreat, and the troop ships will charge in.
__________________
Things you want:
|
June 12th, 2002, 11:24 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: problems capturing planets in SE IV Gold
Have you checked out the capture planet thread in the classic threads sticky topic?
|
June 13th, 2002, 12:53 AM
|
Corporal
|
|
Join Date: Nov 2001
Location: Knoxville, TN
Posts: 196
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: problems capturing planets in SE IV Gold
you know, I wonder if my problem is that my main fleet are all missile armed. They launch all their missiles in an attempt to wipe out the WP, but since there are 30-odd ships, they end up glassing the planet. If they were beam armed I assume they would stop firing once the WP was destroyed. I can see in the replay that about 50 missiles are launched against 1 WP.
Comments ?
|
June 13th, 2002, 01:44 AM
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: problems capturing planets in SE IV Gold
Yep, gauging the force necessary to capture a planet rather than destroy it is often very tricky. Drones are actually useful for recon because you can launch one at your target and then check the planet's contents in the combat replay. That gives you at least something to go on in judging how much force to send in.
If a planet is heavily armed AND low population you have a problem. For these cases something tricky is needed. I guess the idea to build lots of troop transports and send them swarming in is a possible option. If you send a troop transport in alone it will try to capture even an armed planet. None of them can be decoys, though. If the transport doesn't have troops it won't attack the planet. I wonder if the AI is smart enough to have each one of them drop troops? Or would it stop after the first one? If so, you'd need a huge overkill in troop numbers to have enough in any one transport to conquer the planet.
[ June 13, 2002, 00:46: Message edited by: Baron Munchausen ]
|
June 13th, 2002, 12:58 PM
|
BANNED USER
|
|
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: problems capturing planets in SE IV Gold
gravey101,
If you like using missles, you may cossider giving most of your missle ships types "Do Not Fire on Planets",
Then build a few "Specialty" type missle ships that will fire on planets. As you noted, the ships fire weapons untill all of the threat weapons are destroyed. Since the missles have not reached the target yet, the ships continue to fire them.
The other option would be to build a few "Planetary Invasion Ships" that have direct fire weapons. In either case, it can be a logistics pain.
Enjoy
|
June 13th, 2002, 05:54 PM
|
Corporal
|
|
Join Date: Jan 2002
Posts: 140
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: problems capturing planets in SE IV Gold
I have done this. All of the transports head for the planet. The first transport drops its troops. If it is successful in conquering the planet the other troop ships head for the corners (only matters if there are enemy ships/units still present). If the troops are unsuccessful then the remaining transports continue to drop troops.
Quote:
Originally posted by Baron Munchausen:
If a planet is heavily armed AND low population you have a problem. For these cases something tricky is needed. I guess the idea to build lots of troop transports and send them swarming in is a possible option. If you send a troop transport in alone it will try to capture even an armed planet. None of them can be decoys, though. If the transport doesn't have troops it won't attack the planet. I wonder if the AI is smart enough to have each one of them drop troops? Or would it stop after the first one? If so, you'd need a huge overkill in troop numbers to have enough in any one transport to conquer the planet.
|
__________________
I Rock.
Therefore I Am.
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|