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  #1  
Old February 13th, 2003, 02:05 AM
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Default 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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Old February 12th, 2003, 05:26 PM
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Default 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?

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Old February 12th, 2003, 05:50 PM
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Default 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.
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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Old February 12th, 2003, 07:19 PM

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Default Re: Yet another planet capture problem

You CAN still capture cargo (at least mines)when taking a planet with troops, I captured about 50 mines in planetary assaults Last night. Haven't checked with weapon platforms or sats yet.
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Old February 12th, 2003, 08:05 PM
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Default Re: Yet another planet capture problem

Atrakus. Using 1.84? I was not able to capture mines in my tests. Are you playing sim turn or turn based?

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Old February 12th, 2003, 09:21 PM

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Default Re: Yet another planet capture problem

That would be shame if cargo related combat results were different with turn based and simultaneous modes.
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Old February 12th, 2003, 10:31 PM

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Default Re: Yet another planet capture problem

just had the chance to give it a try. Using 1.84, turn based tactical. The attack took two waves. Only thing in planet cargo were mines (no WP or Sats). Which were 22 Sm mines, with level 1 warheads.
First wave dropped:
26 troops VS 27 militia. After combat, 22 troops left, 10 militia left, and 11 mines left.
ended combat round, brought second ship to the planet.
Second wave dropped:
6 troops =
28 troops VS 10 militia. After combat 28 troops remained, zero milita, 8 mines. Planet captured.
The first wave obviously took 10 combat turns, the second wave was completed on the 4 turn. Not sure if the damage resistance of the mines had any effect, but with the exception of the one extra lost during the first battle, the planet lost one mine per combat turn from storage.
As for the troops: Sm troop, 1 shield3, 1 ABP3 (20/15/10).
Three duplicate tests showed the exact same results.

So in turn based, you can capture mines. But not all of them. I would assume the same would apply to sats or a combo of both, but have not had the oppty to check that (yet, mwahaha).

When I tried to test it using only one wave, the 32 troops VS 27 militia did not capture the planet. remaining were 29 troops, 4 militia, and 12 mines. (one mine lost per combat turn. hmmm)
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