Understanding Tactical Combat and Strategies |
I don´t know if there is some thread explaining that, I haven´t found.
I´m now playing SEV 1.71 mod DevnullMod 1.71.3.1
Please, give me some clue about these topics:
1. A don´t understand distance in tactical combat. One sector ( 1 Hex. is 1 ly? ) and each square is how many ly ?
2. Which are Engage Distance tipology equivalence in squares??
3. In SEIV, I remember you can see your weapons reloaded. In SEV you can´t?
4. Reload time for standard weapons could be 2000 seconds, but you are only fighting 3 minutes, one reload? But i´m firing several times..... 
5. I am attacking a planet with no defenses at all (only people) with 2 destroyers (you don´t know how well armed..
) But when I get into tactical or stategic combat, they run like hell..
Here the strategy for the fleet:
Formation: Attack: Wall ; Defense: Wall
Task Force 1:
Strategy: Attack and Defense: Formation Point Blank
Formation: Attack: Wall ; Defense: Wall
Strategy Formation Point Blank:
Mouvement Options
Break Formation Immediately FALSE
Break Formation If Core Ship Lost TRUE
Reload Supplies During Combat If Needed TRUE
Reload Ordnance During Combat If Needed TRUE
Drop troops on Enemy Planet TRUE
Capture Enemy Ships FALSE
Launch All Unit During Combat TRUE
Retreat Settings
Retreat Mouvement
Move Away From Danger (scatter)
Do not Leave Sector Until Defeated FALSE
Retreat When
Warp Point Assault Enemy 125% of our strength
Warp Point Defense Enemy 150% of our strength
Colony Defense Enemy 250% of our strength
Base Defense All Bases Lost
Attacking Enemy 125% of our strength
Defending Enemy 150% of our strength
Retreat When All Weapons Damaged TRUE
Target Type Settings
Planet with Colony
Engage distance Short Range
Damage Amount All weapons gone
Thanks for any clue.....
Nice job this game really 

Re: Understanding Tactical Combat and Strategies
Tactical combat is not hex based. Range is an indicated number of pixels. Just enable the control that will show you the radius of your longest weapon range as a red circle. Reload times are 2000 milliseconds, so 2 seconds. Whether your destroyers will fight or not depends on the strategy you set when you designed them. If you set it to "don't get hurt" instead of "optimal firing range" they will run away. Easy to change.
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See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.
Re: Understanding Tactical Combat and Strategies
hmm, the last idea i have is:
the order drop troop on enemy planets true may be the problem.
the default order point blank is "drop troops false!"
i usualy use optimal fire range default at invasions and it works well, it has the setting drop troops false too.
In my games i often capture enemy planets, and only the troop transports with troops inside
aproach the planets, the others stay away.
I once attacked an enemy planet using 6 troop transports (lots of point defense on board)
but only two had troops on board. My reasoning was the others give support against enemy seekers.
what happened: two ships approached the planet and died in a hail of seekers, the other ships were cruising around the battle out off range doing nothing. I thing the PC thinks your ships are troop transport without troops and takes them away to prevent harm.
by the way, if you go to the ship construction menu an use the list "all our ships" you get a list of the obsolete designs too, and there can chance the orders given even for obsolete ships.
greetings from germany

Re: Understanding Tactical Combat and Strategies
I think there is, but I'm not sure it will solve your issue since fleet or task force level strategies override ship strategies as far as I know. In design, select the "view all ships" instead of "all current ships" or whatever it's called. You should see all designs you've ever made. Select the one that matches your destroyer and click "make obsolete". This should remove the "obsolete" flag.
If you want a task force to drop troops on the planet, then you should set your attack strategy to "capture planet".
Also, forget about SEIV for tactical combat. It's realtime in SEV and there really are not much similarities.
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See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.
Re: Understanding Tactical Combat and Strategies
In the US, we use a period for the decimal point, where Europe would use a comma.
That reload time is two seconds, which is written as "2.000" seconds in the US, but would be "2,000" seconds in Europe.
(To further confuse the issue, in the US we use commas as a separator, where Europe would use spaces. So an American would write two thousand as "2,000" but a European would write "2 000".
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"Good morning, Pooh Bear," said Eeyore gloomily. "If it /is/ a good morning," he said. "Which I doubt," said he.
Re: Understanding Tactical Combat and Strategies
Here the strategy for the fleet:
...
Target Type Settings
Planet with Colony
Engage distance Short Range
Damage Amount All weapons gone
...
My ship has Meson Blaster lvl 9 and Graviton Hellbore lvl 4
Your ships run like hell because they have nothing to shoot at as they have set Damage amount for Planet with Colony to All waepons gone and there are no weapons, only people.
Claim victory in your heart and the Universe will follow
Re: Understanding Tactical Combat and Strategies
ender is right. those setiings will cause your ships to only engage the planet if the planet has some sort of weaponry, IE weapon platforms.
Re: Understanding Tactical Combat and Strategies
I expect Ender got that one right.
Engage ranges depend on the longest range weapon a ship has. Best to get your own feel for this by using the range circles. It's hard to explain clearly in words.
Max range will try to just barely keep close enough to shoot
Point Blank will try to maintain a range of zero
The others are in between.
Care must be taken when ships have multiple weapon types. If you want the ship to use all weapons, you have to guess what fraction of the longer ranged weapon's range will be close enough to get the other weapons close enough. Or just assume you need "Short Range". You might even need "Point Blank" in very extreme cases, but I haven't seen this.
With experience, you'll figure out your own way.

Re: Understanding Tactical Combat and Strategies
have alike problem...
my fighters, weaponed with rocket pods, do not want to glass the enemy planet
greetings from Ukraine)




Re: Understanding Tactical Combat and Strategies
Hi,
maybe you got a contract with another Empire which states "planetary bombig is forbidden",
or no ordnance/supply for your weapons or the weapons cannot damage Planets.
The reload times are not seconds but an order smaler, i am not sure if milliseconds is the
correct term (my englisch is not so good). But as you have seen the firerate is much higher
then one schot every 2000 seconds.
the other questions i dont know too ....