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  #1  
Old April 26th, 2002, 02:13 PM

Loser Loser is offline
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Default Re: Invasion Inoculation

They can shoot the troops form orbit?

dang....

What's the use of defensive troops under any circumstances, then?
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  #2  
Old April 26th, 2002, 02:46 PM
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Default Re: Invasion Inoculation

Well, troop landings are a shield-skipping effect, so if you have planetary shields up, they can save you from an embarrasing loss (the enemy could capture your shield generators intact!)

They make your people happy! (Happy or else! )

They provide hitpoints for your planet. Troop-sized shield generators provide 15 hp/kt, which is the best in the game.

So, a pile of heavy shield troops will not only provide an effective planetary armor, they will keep your citizens in line, and will provide cover for your militia when ground combat does occur.
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Old April 26th, 2002, 05:51 PM

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Default Re: Invasion Inoculation

So the best defensive troops would be all-shield?

Outght we to just let the militia do the shooting?
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  #4  
Old April 26th, 2002, 09:05 PM
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Default Re: Invasion Inoculation

Not if you want to resist enemy troops with weapons. In the default game set though, all-shield troops are probably good to protect your planet with - I expect the'll work well as sand bags to protect your weapon platforms from bombardment from space, too...

PvK
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  #5  
Old April 26th, 2002, 09:52 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Invasion Inoculation

quote:
Originally posted by Loser:
They can shoot the troops form orbit?

dang....

What's the use of defensive troops under any circumstances, then?



Yes, this is a problem in my mind. Troops never get to fight troops because defending troops are always destroyed from space. I wish MM would either store troops differently from other cargo or at least allow an option to change their status from 'cargo' to something else' -- call it 'dug in' or 'dispersed' or something like that. When in this special state they should not be damaged like cargo but like population. As a 'balancing' factor I guess they should not be easily removable from the planet when in this state. Maybe you need a turn to move them from 'dug in' back to cargo so they can be loaded up for transport.
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Old April 26th, 2002, 09:57 PM

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Default Re: Invasion Inoculation

How much damage does militia do?

How much militia do you get for how much population?

If a certain amount of militia is destroyed, but the planet is not lost, how long does it take to get that militia back?

When a planet is taken, does the invader get the whole population's worth of militia if he is attacked the very next turn?

Are the numerical answers to these questions modable?
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  #7  
Old April 27th, 2002, 01:51 AM
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Default Re: Invasion Inoculation

The exact damage and hitpoints, and number per x million people are all found in settings.txt

Militia are fully restored to the amount in settings.txt the instant there are no foreign troops on the surface.
This could be as often as between troop transport drops in the same combat turn, or only after a year of fighting a stalemate.
The instant a ceasefire happens, the militia are restored.
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