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October 5th, 2002, 04:43 AM
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Captain
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Location: Calgary, Canada
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Re: Combat problem...
From the Version history:
Quote:
Version 1.60:
1. Fixed - In Combat when targeting a planet, ships will move 1 square closer
so they can hit all 4 squares of the planet.
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This is the only change I found, since v. 1.49, that might have anything to do with your problem, Geo. If this too is flaky, this could be the prob.
Has anyone else run into Geo's problem?
Kim
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October 5th, 2002, 10:15 AM
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Shrapnel Fanatic
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Re: Combat problem...
I tend not to use missiles when the enemy has APBs, cause that is normally a bad idea. So, I have not seen this problem before.  Unless, ofc, the enemy makes the mistake of not putting any PDCs on anything.
[ October 05, 2002, 09:16: Message edited by: Imperator Fyron ]
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October 5th, 2002, 04:41 PM
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National Security Advisor
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Re: Combat problem...
Quote:
Originally posted by Imperator Fyron:
I tend not to use missiles when the enemy has APBs, cause that is normally a bad idea. So, I have not seen this problem before. Unless, ofc, the enemy makes the mistake of not putting any PDCs on anything.
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I don't typically use missles much myself, but this particualr enemy is a tenacious little bugger who doesn't know when he's beat. I have him knocked down, but he stubornly refuses to concede so I am attempting to take out his remaining planets. He has Tailsman and Weapons platforms and APB XI at Last count. So those typically relativly harmless weapons platforms now can reach out the full 12 spaces and smack me very hard. I have lost numerous ships trying to rush the planet. It doesn't really matter what weapons I use if I can't get off more than a shot or two per ship. I can send in 100 ships I suppose, but I will take absolutly horendous losses on every planet. And most of my fleet is not currently outfitted with weapons suitable for attacking a planet, but I am working on that. The combat replay is a sight to behold. It's as if my ships simply melt away as they approach the planet.
I thought I had it figured out with missles, cause they have the range to stay out of harms way, but they are not doing it. Well as I said they do it in the simulator, but in real life they get too close.
Geoschmo
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October 7th, 2002, 09:42 AM
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Private
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Re: Combat problem...
Just a thought:
I think you already checked that there are no fleet commands (no fleet).
Are your ships refits of on older "direct fire" design that was/is set to "optimum" distance ?
I read somewhere in here (and it confirms my own observations) that refits still hold the strategy of the OLD design;
You test with simulator, and get perfect results (correct orders, no refit), but get beat in real combat (old, incorrect orders still lingering).
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October 7th, 2002, 10:21 AM
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Lieutenant Colonel
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Re: Combat problem...
Yea, I don't recall any mention of that bug getting fixed...
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October 8th, 2002, 01:46 AM
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BANNED USER
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Re: Combat problem...
Geo,
What would happen if you sent in a Fleet with 2 types?
First type:
Huge numbers of BCs configured with:
Master Computer
Engines to get Combat Speed X
1 Direct fire weapon, range 10
All other spaces given to Shields
The second type of your fleet would be:
Enines to get Combat Speed X-2
Weapons of the most effective kind for the task.
Would you be able to create enough "Target Ships" to occupy the WPs untill your "Attack Ships" could Dismantle his forses?
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October 7th, 2002, 02:08 PM
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National Security Advisor
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Location: Ohio
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Re: Combat problem...
Gryphin, that idea would probably work. I am pretty sure I can build put together a bunch of missle ships faster than I can do that though. 
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I used to be somebody but now I am somebody else
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