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February 8th, 2001, 05:45 PM
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Corporal
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Join Date: Oct 2000
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Re: Troops vs Militia
Puke
If you do this, please post your results. I'm sure a lot of us would like to see it. As I mentioned previously, IMO this should really be in the manual.
Elmo
quote: Originally posted by Puke:
a gound combat simulator would be nice. the best way i can think of to test this out is to make a game with max homeworlds, set to player controll, and send in a fleet of troop transports and try a different troop type on each homeworld.
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February 8th, 2001, 09:04 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Troops vs Militia
Ground combat could be more interesting even without major revisions like direct control of explicit units on a 'combat grid' like space combat. If we could tell our troops to use a specific STRATEGY, like 'frontal assault' or 'dig in and defend' or 'hit and run', and these strategies had a REAL effect on how combat was handled, we'd at least have as much control as we do with strategic ship combat. Buttons to choose these strategies could be added to the troops combat window. If I don't think I can win outright but want my troops to hold-on as long as possible I'd choose 'dig in' for the strategy. If I thought I could take a planet immediately I'd choose 'frontal assault' for a strategy. Then press the "begin" button...
I'm not sure if the unit strategy that you can set for a troop has any effect in combat or not, but there is no 'fleet level' strategy for troops. There ought to be. It'd be consistent with the ship level part of the game and improve game play.
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February 8th, 2001, 09:21 PM
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Corporal
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Join Date: Oct 2000
Location: Sweden
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Re: Troops vs Militia
The organic tech tree contains a small thingy for troops that fires just like a Ground Cannon, just better on it's higest lvl than the ground cannon. I use it all the time on my fighters and troops.
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February 8th, 2001, 09:49 PM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
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Re: Troops vs Militia
quote: Originally posted by Blue Lord:
The organic tech tree contains a small thingy for troops that fires just like a Ground Cannon, just better on it's higest lvl than the ground cannon. I use it all the time on my fighters and troops.
Yeah, I like the Small Acid Globules - much better than the standard techs for fighters...as to troops - Rarely ever use 'em...
However, the times I have, they seemed vastly underpowered vs. malitia. Malitia IMO are rebel troops w/ pea shooters. Should be able to wipe out malitia at least 10 to 1.
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February 8th, 2001, 10:07 PM
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Sergeant
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Join Date: Dec 2000
Location: Fairfield, Iowa
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Re: Troops vs Militia
The cluster bombs WOULD do 270 points every other round if they hit 100% of the time. I like two clusters, a small combat sensor and armor. Sometimes two clutsters and shields but the sensors make a big difference. Both designs let me take worlds remarkably easily.
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Compete in the Space Empires IV World Championship at www.twingalaxies.com.
[This message has been edited by Nyx (edited 08 February 2001).]
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February 8th, 2001, 10:28 PM
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Corporal
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Re: Troops vs Militia
Nyx
Thanks for the suggested troop config, I'll give it a try next game. Where do I find the data on how likely it is for cluster bombs, or any other weapon, to hit? I've looked but can't find it.
Thanks,
Elmo
quote: Originally posted by Nyx:
The cluster bombs WOULD do 270 points every other round if they hit 100% of the time. I lie two clusters, a small combat sensor and armor. Sometimes two clutsters and shields. Both designs let me take worlds remarkably easily.
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February 9th, 2001, 12:28 AM
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Sergeant
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Join Date: Dec 2000
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Re: Troops vs Militia
I have no idea, I've never seen any. I just noticed they weren't hitting all the time, so I stuck on a combat sensor and armor and that seemed to help. I don't know anything beyond that simple observation.
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Compete in the Space Empires IV World Championship at www.twingalaxies.com.
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