|
|
|
 |

January 11th, 2005, 02:45 PM
|
 |
General
|
|
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
|
|
Re: Riot Runs, Chain Attacks.
Note that some of us (myself included) cannot load troops the turn they conquer a planet, so we make the fleet go back one sector and go back to the newly captured planet. I am not sure why, but it always failed for me whenever I tried it directly.
Well, now I know.  Thanks Douglas.
|

January 11th, 2005, 03:00 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Riot Runs, Chain Attacks.
There are downsides to capturing several worlds in a row like this. If all your troops get killed on the first attack you end up glassing planets. Also if you capture a planet with a resupply facility and move on during the same turn, your fleet doesn't get refueled. There is also a problem sometimes if your attack fleet has carriers in it. Sometimes your carriers will pickup your troops instead of your troop ship. Then the next planet you hit will be glassed because your troop ship will be empty and your carriers won't have the correct orders. I think you can avoid that by naming your troop ship something so that it is before the carriers alphabetically. But it's been a while since I played around with that. You can also avoid it by giving your carriers the "Capture planet" strategy in the design window. If they have troops they will drop them, and if they don't they will behave like they normally do.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

January 11th, 2005, 04:56 PM
|
 |
Brigadier General
|
|
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Riot Runs, Chain Attacks.
I think you also need to give your carriers the class of Troop Ship for the Capture Planet strategy to work. Without troops, they behave as normal carriers.
__________________
Slick.
|

January 11th, 2005, 05:46 PM
|
Sergeant
|
|
Join Date: Jul 2004
Location: Toronto, Canada
Posts: 308
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Riot Runs, Chain Attacks.
Hrm. So I was not hallucinating when I remembered someone mentioning a troop loading bug. Good thing that's cleared up now.
Brian
|

January 11th, 2005, 08:01 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Riot Runs, Chain Attacks.
Quote:
Slick said:
I think you also need to give your carriers the class of Troop Ship for the Capture Planet strategy to work. Without troops, they behave as normal carriers.
|
No, they just need to have cargo holding troops, and a primary move strategy of "Drop Troops (if carrying)".
PvK
|

January 11th, 2005, 09:39 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Riot Runs, Chain Attacks.
Quote:
Slick said:
I think you also need to give your carriers the class of Troop Ship for the Capture Planet strategy to work. Without troops, they behave as normal carriers.
|
All you need to do is assign the strategy Capture Planet or Drop troops or whatever it is. No need to assign class Troop Ship. All that the class does is assign the Capture Planet strategy to the ship design by default.
|

January 11th, 2005, 09:50 PM
|
 |
Corporal
|
|
Join Date: Jun 2003
Posts: 156
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Riot Runs, Chain Attacks.
Quote:
Imperator Fyron said:
assing the strategy
|
I think I saw Randy Moss do this during the Vikings Last playoff game.
__________________
Hard Work Often Pays Off After Time, BUT Laziness Always Pays Off Now.
|

January 11th, 2005, 10:56 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Riot Runs, Chain Attacks.
oi
|

January 12th, 2005, 12:06 AM
|
Sergeant
|
|
Join Date: Jul 2004
Location: Toronto, Canada
Posts: 308
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Riot Runs, Chain Attacks.
As an aside... is there any advantage at all to designing a troop in stock game other than this type,
Cockpit
3x Ground Cannon
I find that other designs are less potent/pointless. Putting ECM/Combat sensors/Armor/Shields seems to be a waste. In ground combat, does the defender or the attacker get first strike? Because to me, it always seems to be the attacker, and with 3x Ground Cannon which get an inherent bonus of around 2.5, that's a lot of population you need to have just to survive the first volley.
<edit> nm I found the answer from the FAQ, defenders shoot first and get 30% bonus </edit>
Brian
|
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
|
|
|
|
|