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Accueil » news » forums » Space Empires V » Space Empires V General

Disabling planetary defenses

Soumis par Dogboy le Jeu, 2008-09-11 20:28 Space Empires V General

I cannot for the life of me find a strategy that will destroy planetary defenses (satellites, weapons platforms, fighters, ships) without destroying the population and facilities?

I've tried creating a strategy with "target type" at the top of the list, and then setting the things I want to be destroyed to the top of the list, and set "planet with colony", "facilities" and "buildings" to "do not engage". But, my ships move in and keep firing on the planet even after destroying the planetary defenses. I've even set all 5 slots to "target type" so that there is no other possible rule of engagement than that described in the target list. But, no dice. Can someone offer a strategy that will work? I'd like to have one fleet come in and wipe out planetary defenses, followed by another that will drop troops to take over the non-destroyed planet.

Thanks!

‹ Enemy ships starting near planet? Dual core? ›
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Re: Disabling planetary defenses

Soumis par Captain Kwok le Jeu, 2008-09-11 21:01

Try using one fleet with multiple task forces. For the task force that has the troop transport set the strategy to capture planet. The other ships will take care of the defenses. Once the drop pod reaches the surface, they'll stop firing and leave the planet alone.


Space Empires Depot | SE:V Balance Mod

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Re: Disabling planetary defenses

Soumis par Dogboy le Jeu, 2008-09-11 22:50

Hmmmm.... I did what I think you told me to do: I loaded a troop transport up with armed ground troops, and put it in one task force, with the default "Capture Planet" order. A second task force had war ships, with "Optimal Range" orders. Indeed, the second task force did pummel the planet, but the troop transport just approached the planet, without ever launching its ground troops. This is using SE5 v1.74 with Balance Mod v1.14b. Any idea what I could be doing wrong?

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Re: Disabling planetary defenses

Soumis par Dogboy le Jeu, 2008-09-11 22:52

P.S. The results described above were in the space simulator...

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Re: Disabling planetary defenses

Soumis par marhawkman le Ven, 2008-09-12 00:35

that might be the issue. It could have launched the pod, but the sim doesn't do anything after that point.

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Image de Myrath

Re: Disabling planetary defenses

Soumis par Myrath le Ven, 2008-09-12 06:46

Dit you set the Ship's strategy to Capture planet in the ship design screen?
The ship still has to know it needs to land the troops.

~Myrath

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Re: Disabling planetary defenses

Soumis par Theace le Ven, 2008-09-12 17:05

This is why I control everything myself during one of these operations. No miss-steps, no mistakes, and a sweet planet without alot of damage.

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Re: Disabling planetary defenses

Soumis par rditto48801 le Ven, 2008-09-12 20:14

Instead of just setting colony related targets to an Engage Distance of "Do not engage" for attacking colonies, would doing that and/or changing the Damage Amount to "All Weapons Gone?" have any effect or not?

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Re: Disabling planetary defenses

Soumis par Shadow hornet le Ven, 2008-09-12 21:29

I just forget about trying to take out anything that is on the planet that can fire back.

I just build a ship that can take everything the planet can fire at it, and I may destroy all ships, satellites, and fighters that may be there but I don't fire on the planet at all, and if that does not work I just destroy the planet or build many more troop ships to take it (many ships may take the planet where one does not).

There is no way I know of for setting your ships to fire at the planet but not destroy all of it.

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Re: Disabling planetary defenses

Soumis par marhawkman le Sam, 2008-09-13 00:06

Yeah, setting it to weapons gone will usually cause the armed ships to stop attacking when defenses with active weapons are destroyed. But, don't do that for the drop ships. Otherwise they'll not drop.

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Re: Disabling planetary defenses

Soumis par Dogboy le Dim, 2008-09-14 11:37

Well, I went ahead and put the troop drop ship in one task force with orders to drop troops, and kept all the rest of the ships in a separate task force (same fleet) with orders to destroy planetary defenses. There was a base protecting the planet, but my warships turned around without firing on it. Some have said this is what will happen if any ship is present with "capture planet" orders. Then, my troop drop ship moved toward the planet, escorted by fighters that (for some reason I don't understand) did attack the starbase. Oddly, the starbase never fired a shot, even though it had a bridge and weapons that could have targetted my troop drop ship. The troop drop ship dropped troops, and on the same turn we had a ground battle (which I lost). I don't understand:

1) why the starbase never fired
2) why fighters but no other ships moved in to attack it
3) why the ground battle happened same turn (isn't it supposed to be the following turn?)
4) what to change to make all my ships attack defenses so they can't target drop ships.

Any ideas about any of these would be appreciated.

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Re: Disabling planetary defenses

Soumis par rditto48801 le Dim, 2008-09-14 14:08

1:
The Base may have had no supply for some reason.
No supply means nothing happens. iirc, even PD weapons with 0 supply use won't work if the station has no supplies.

Are you playing SP or MP up against human players?
If against human player run empire, it is possible they simply forgot to put supply storage on the base design.
If it is an AI empire, then I have no clue beyond the fact the base was likely out of supply for some reason.

2:
Since a ship was attempting to drop troops on the planet, it makes sense that other ships would not attack the planet. I have no clue why they didn't move to attack anything else.

iirc, Fighters are in their own group after they launch, and probably not considered part of the fleet/task group, and so likely decided to go after the nearest valid target based on their own strategy, causing them to attack the base.

3:
iirc, ground battles happen in the same turn, not the next turn.
It makes sense in many ways, as when an invasion occurs, things usually go to hell rather quickly, and not at a later time. (It isn't WWI, where opposing sides would actually have troops do stuff together at times battle was not occuring. This is more of a modern 'hit the ground running and gunning' type of thing, no time to waste, no desire to wait around to see if the defender get reinforcements)

4:
Not sure.
Since the fighters attacked and the ships didn't, maybe something within the ship strategies are conflicting with task force strategies, or something with the task force strategy in general.
Someone probably has a better idea on what the likely cause might be.

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Re: Disabling planetary defenses

Soumis par marhawkman le Lun, 2008-09-15 04:54

1: if against a human player they might have set the starbase strategy in a weird way, thus only allowing it to fire on armed ships.

3: ground battles happen in the end of the turn you drop troops.

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