Planet defence |
Wow!!
A couple of weapon platforms on a planet is an easy way to make a planet invincible!!!
I just got my entire fleet vaporized trying to invade a planet, with only 8 WPs!!!
Is there a tactic to destroy/disable them during combat?
So who needs starbases anyway??
And some more questions:
* Does ECM component is effective against missiles? or just direct fire weapons?
* Does combat sensors work for PD weapons also?
* Why can not i capture a planet despite i am victorious on ground? They dont give up and the next turn, they rebel against my forces (only my non-damaged troops show up in the next battle) with 100 militias!!! They just dont give up??? what to do?
* is there a way to resupply ground troops?
* Does each emmissive armor i add to ship reduces damage by the mentioned points (cumulative) or only one is active?? because auto-build seems to put only one emmissive armor and standart armor for the rest of the slots. And i use all slots with emmissive armors?
* Robo miners is said to decrease the value of asteroid fields permanently, but it seems they remain the same for me? is there anything i should know about?
Ps. I use Kwok's balance mod. and game ver. 1.71
Re: Planet defence
Bombardment weapons maybe?
ECM has no effect on seekers which always hit, while Combat sensors do affect pd IIRC.
Not sure about this one, thought the bug was fixed but do the enemy have damaged fighters in the planet cargo?
Not that I'm aware of, ground units on an invasion can't be resupplied.
You'd have to ask someone like kwok for a sure answer on the emissive but last I heard the emissive doesn't stack but the effect is only triggered when the piece of armour being hit currently is the emissive.
That last one is a bug that will get fixed in the next patch when it comes out.

Re: Planet defence
Are there surviving weapon platforms? Those need to be destroyed as well. Fighters are either launched during the space combat or they participate in the ground combat.
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There's no directionality to armor. They're damaged in the order that they are placed in the design. With this in mind, it's better to add your emissive armors first.

Re: Planet defence
Hello Captain. I had a ground combat with my fighters defending on the ground. Had the planet strategy set so they would not launch. Why would the fighters run away? In the ground combat sym they were very deadly against invading ground troops. In 4 to 1 odds against, I had one fighter take 13% damage.
Caius

Re: Planet defence
There's a couple of possibilities. They could have run out of supply/ordnance or perhaps they could not fire at any of the remaining targets - AM Torps and Rocket Pods can't target troops.
Re: Planet defence
just realised I answered just after you kwok lol, you hadn't posted when I started typing

Re: Planet defence
My fighters had Rocket Pods,DOH!Thanks guys.
Caius

Re: Planet defence
I just took a look at Rocket Pods in my stock game. Among a few other targetable things is listed Troops.
Caius

Re: Planet defence
If the planet launches fighters while defending, and they are not destroyed, they will be present on the planet for the ground combat.

Re: Planet defence
Will the fighters rockets be replenished before ground combat? They may have been the fighters that attacked the troop ships. Acoring to manuel and in game help, Rocket Pods can target Troops. So only other reason for them running is no OD left for rockets.
Caius

Re: Planet defence
Is the damage militia hiding in one of the corners or obscured by a building?

Re: Planet defence
You can't glass it if you have troops on it, methinks. I don't think your ships will fire on a planet that has some of your troops on it.

Re: Planet defence
I have some BM ground combat problems too: my troops don't move, they just stay clumped together or circling round instead of attacking enemies. Maybe it's because I set their strategy to retreat when enemy 300% of our strengh and there is a weapon platform? But I thought the whole force was compared, not individual units?

Re: Planet defence
It's possible the weapon platform strength is greater than all the units. I suspect MM uses the formula (structure + shields + weapons damage) as part of the "strength" calculation for strategies. I doubt any concessions are made for weapons that can't fire on troops, so all the platform's weapons would count towards the calculation and skew it wildly.

Re: Planet defence
Yep, looks like that was the problem.
Re: Planet defence
They won't if left under AI control but you can take charge manually and direct them to shoot the planet.
Re: Planet defence
In that case then, just wait until they finish off your troops I guess, not an ideal plan though.

Re: Planet defence
You need to get more troops on the ground to counter the militia. There's a lot of militia on heavily populated worlds. Or you should get heavier troops.
Weapon platforms aren't too powerful. One needs a good strategy against them though.
I personally like to build a few platforms on a world with just shield generators on them, to provide my worlds with shielding. (Frontier worlds).
Weapon platforms don't seem to help in ground combat though.
~Myrath

Re: Planet defence
WP will help if had weapons that shoot on troops
and AFAIK WP use the ordnance of the planet, which is marked as 'unlimited'
Re: Planet defence
That is because PD weapons can not shot on tropps. I think they were able to do this in BM some time ago, but with BM 1.14a they can not.
This leaves the weapon platforms completly useless in ground combat, but they can take ages to kill when equipped with emessive armor and therefore bring some problems with supplies to the invader. 

Re: Planet defence
EA is still too unbalanced, so i count it is cheat




as it was, the mini-map should have shown that right? nothing was present on minimap, or better, it was crystal clear!
Re: Planet defence
Some of the bombardment weapons do more damage per kT versus planets than regular weapons. You might want to try them out.
ECM is not effective against seekers, but Combat Sensors do improve the chances to hit for PD weapons except for the Bomblet Missile.
It sounds like you weren't able to capture the planet during the first ground combat, ie, there were still enemies left. Militia respawns each turn so either you need reinforcements or use more troops on the first attack.
No way to resupply ground troops, but you can drop more.
Emissive Armor does not stack, but having multiple emissive armors for backups is usually a good idea. The auto-complete in BM probably adds too few.
The remote mining issue is a bug in v1.71, the upcoming SE5 patch fixes it.
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