.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #11  
Old January 7th, 2007, 05:18 PM
Tim_Ward's Avatar

Tim_Ward Tim_Ward is offline
Corporal
 
Join Date: Feb 2005
Posts: 152
Thanks: 0
Thanked 0 Times in 0 Posts
Tim_Ward is on a distinguished road
Default Re: Another problem with retreating from combat

Fighters.
__________________
"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
Reply With Quote
  #12  
Old January 7th, 2007, 05:55 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Another problem with retreating from combat

How will that help the defense?
Unless fighters are super powerful and uberfast, and tough enough to take PD fire from a fleet of retreating enemies even while facing any fighters the enemy sends...

All I ask for is a toggle option in settings.txt to prevent retreat. Let them fall back for a while if they have artillery, but eventually they'll have to face the music head on.
Reply With Quote
  #13  
Old January 7th, 2007, 06:07 PM

Spectarofdeath Spectarofdeath is offline
Sergeant
 
Join Date: Jun 2004
Posts: 305
Thanks: 0
Thanked 0 Times in 0 Posts
Spectarofdeath is on a distinguished road
Default Re: Another problem with retreating from combat

I guess what it comes right down to is preference then. There should be a no retreat option for the game, and a retreat option. To me I prefer to have the retreat. It adds realism. It's not like through history two opposing forces get in range of each other and a giant steel curtain falls around them and God says "Lets get ready to rummmmmmmmmbbbbbblllleeee!!!" Retreating can even be used as a offensive manuever, if you have all your ships retreating you might lure the enemy into sending his fastest ships at you at maximum rather then escorting the slower ones and defeat in detail ensues. Personally, I play this way, I design the same ship several times. Lets say a Destroyer. I give one all the speed it can handle. This would be my scouting destroyer designed to penetrate enemy space and give me a heads up whats going on in the sector. I give the next one all the weapons it can carry and hold. This is my battle destroyer, designed for combat with the enemy. And last I might make a support destroyer of some kind, say one with mine/sat/fighter launching, or maybe it's a repair ship, or maybe a AA ship. The point is, I don't just design one class of a ship and then wait for it to be obsolete then design another, I design multiple at once. I might not do this for every single ship design, but when it comes to the lighter ships, multiple designs (for me) is the way to go. How you feel about them running wild through your space is how I felt watching my colony ship get trashed by a scout with 1 DUC in SEIV on like turn 3 because it couldn't actually retreat, it had to run the clock down.
Reply With Quote
  #14  
Old January 7th, 2007, 06:19 PM
Tim_Ward's Avatar

Tim_Ward Tim_Ward is offline
Corporal
 
Join Date: Feb 2005
Posts: 152
Thanks: 0
Thanked 0 Times in 0 Posts
Tim_Ward is on a distinguished road
Default Re: Another problem with retreating from combat

Quote:
Suicide Junkie said:
How will that help the defense?
Unless fighters are super powerful and uberfast, and tough enough to take PD fire from a fleet of retreating enemies even while facing any fighters the enemy sends...

All I ask for is a toggle option in settings.txt to prevent retreat. Let them fall back for a while if they have artillery, but eventually they'll have to face the music head on.
Fighters are for the benefit of single ships.

If the enemy insists on making a bee-line for a planet, then your ships should be defending the planet. It would make more sense for them to tackle the fleet seperately, not try and attack them both at the planet.
__________________
"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
Reply With Quote
  #15  
Old January 7th, 2007, 06:37 PM
AAshbery76's Avatar

AAshbery76 AAshbery76 is offline
Corporal
 
Join Date: Dec 2000
Location: England
Posts: 155
Thanks: 0
Thanked 0 Times in 0 Posts
AAshbery76 is on a distinguished road
Default Re: Another problem with retreating from combat

I'm getting annoyed with these A.I colony ships and supply ships outrunning my destroyers all the bloody time to play this retreating game that drags the game down.Maybe this should be looked at in the Balance Mod.
Reply With Quote
  #16  
Old January 7th, 2007, 10:35 PM
RCCCL's Avatar

RCCCL RCCCL is offline
Sergeant
 
Join Date: Mar 2005
Location: Indianapolis
Posts: 233
Thanks: 0
Thanked 0 Times in 0 Posts
RCCCL is on a distinguished road
Default Re: Another problem with retreating from combat

Slick, my strategy on warp point defense is to go into the sector veiw and place my bases/sattilites/ships around the warp point, so that wherever the ships decide to flee to they have to go through alot of weeapons fire.
__________________
Guess what color my Orange is!
Reply With Quote
  #17  
Old January 7th, 2007, 11:11 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Another problem with retreating from combat

Tim:

Well, maybe not the homeworld right away. You have more than one planet per system, and dividing your forces against a concentrated attack is not going to work.
Reply With Quote
  #18  
Old January 8th, 2007, 12:03 PM
Tim_Ward's Avatar

Tim_Ward Tim_Ward is offline
Corporal
 
Join Date: Feb 2005
Posts: 152
Thanks: 0
Thanked 0 Times in 0 Posts
Tim_Ward is on a distinguished road
Default Re: Another problem with retreating from combat

Two things;

1) I'll work if the defences on each planet are large enough to make up for splitting your fleet. Cargo capacities of planets are much larger in SEV, at least they are in balance mod so that leaves plenety of room for weapons platforms, etc.

2) Not every planet will be in movement range of the enemy fleet, so you might be able to deduce which planets are under threat and defend accordingly. Also, doesn't retreating cost a movement point as it did in SEIII? If you chase them across the map, they can't move and attack planets in your turn. If it doesn't, it should.
__________________
"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
Reply With Quote
  #19  
Old January 8th, 2007, 03:22 PM
Wenin's Avatar

Wenin Wenin is offline
Corporal
 
Join Date: Feb 2006
Posts: 176
Thanks: 0
Thanked 0 Times in 0 Posts
Wenin is on a distinguished road
Default Re: Another problem with retreating from combat

No one should be having problems with AIs when it comes to retreating. You simply station your task force in the sector that will be their line of retreat. Then you send in a single sheppard dog ship to push them into that sector. When the battle starts in the retreat sector, everyone is at point blank range practically. =)


You should be feeling for the AI that they can't do this against you. =)

The retreat feature makes the game easier for the single player.

I can consistantly use a small set of ships to harass and widdle down the supplies of an attack fleet. Then I clean them up when they are out of ordance or supply. I'm able to do this without retreating.
Reply With Quote
  #20  
Old January 9th, 2007, 12:18 AM

Spectarofdeath Spectarofdeath is offline
Sergeant
 
Join Date: Jun 2004
Posts: 305
Thanks: 0
Thanked 0 Times in 0 Posts
Spectarofdeath is on a distinguished road
Default Re: Another problem with retreating from combat

The problem with this is some ppl might consider it cheating since the AI is so predictable and you know exactly what it's going to do.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:36 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.