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February 12th, 2003, 11:53 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Yet another planet capture problem
Quote:
Originally posted by PsychoTechFreak:
OTOH, what if planet cargo would be completely filled with units? Where do your troops go in this case?
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Cargo storage can have more cargo than the limit. The troops just get added to the cargo area. Try building a Cargo Storage Facility, and then fill the planet with units. Scrap the facility, and all the units remain there and work fine. You can't add more, of course, and you can't just move one off and then back on. This only happens with Planet cargo, and not ship cargo. 
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February 12th, 2003, 12:27 PM
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First Lieutenant
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Join Date: Mar 2001
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Re: Yet another planet capture problem
Quote:
Cargo storage can have more cargo than the limit. The troops just get added to the cargo area. Try building a Cargo Storage Facility, and then fill the planet with units. Scrap the facility, and all the units remain there and work fine. You can't add more, of course, and you can't just move one off and then back on.
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Yeah, I see this nice feature also with an abbidon home planet with ex-extended cargo racial ability (proportions), it has now 18/15 facilities and I should better not scrap the cultural centers to free space for computer complex or similar.
I just fear a little chance of probably non-capturable full planets if this would be fixed because of a probably different combat cargo handling, probably like transfer from ship to planet. Most unlikely, but who knows.
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February 12th, 2003, 12:33 PM
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Shrapnel Fanatic
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Re: Yet another planet capture problem
Your dropped troops just overflow the cargo space of the planet, using up something like 15000/3000 (as an example). 
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February 12th, 2003, 01:31 PM
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Private
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Location: England
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Re: Yet another planet capture problem
Problem? Just blat it with your orbiting spacecraft until the # of troops defending is low enough that you're sure of success!
Works for me...
(Even in Proportions - where taking out Homeworlds is sometimes a /very/ slow and deliberate process!)
Steve.
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Nature always obeys her own laws - Leonardo da Vinci
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February 13th, 2003, 02:05 AM
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General
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Join Date: Mar 2001
Location: UK
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Re: Yet another planet capture problem
The problem is that it doesn't seem to be possible to capture wps, sats and mines in cargo any more. They seem to be destroyed by the ground combat.
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February 12th, 2003, 05:26 PM
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Brigadier General
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Re: Yet another planet capture problem
Before I notify MM of this, are we all in agreement that cargo which is undestroyed by bombardment/combat during planet capture should be captured and turned over to the control of the conquering empire?
I can't think of any good reason to have the cargo destroyed. Obviously the intent of MM was to be able to capture the planet in as much of a useable condition as possible. If the intent of the defending empire was to use a "scorched earth" tactic, it surely would destroy facilities before cargo. Since this has never worked that way, I think this cargo thing is a bug.
Thoughts?
Slick.
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Slick.
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February 12th, 2003, 05:50 PM
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General
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Re: Yet another planet capture problem
Quote:
Before I notify MM of this, are we all in agreement that cargo which is undestroyed by bombardment/combat during planet capture should be captured and turned over to the control of the conquering empire?
I can't think of any good reason to have the cargo destroyed.
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I wouldn't object to a few random units/ facilities being destroyed at random once in a while, but I don't think a 100% destruction rate of units is good.
Of course it would be best if Malfador made the fix moddable so anyone who wants to play it diferently still can (and modders have another toy to play with.)
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