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  #1  
Old December 19th, 2005, 06:18 PM

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Default Ground Combat

What is the basic formula used by the system when computing ground combat? In my current Devnull game I know that militia units have a combat value of 10, a hit point value of 30. I also know that they have a combat modifier assoicated with their defensive stance, but I don't know how this all works into the calculation. Any help would be appreciated.

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  #2  
Old December 19th, 2005, 06:51 PM
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Default Re: Ground Combat

The best offense modifier and the best defense modifier from all troops and components in the stack is applied in some way. I don't know if anyone has taken the time to work out an exact formula though. But note that I am dumb. (used to be there is absolutely no randomness in SE4 ground combat...)
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Old December 19th, 2005, 07:14 PM

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Default Re: Ground Combat

That is why I am trying to determine what will be needed to take out these certain planets in the game I am in. Just need to figure out what I need to bring to the fight to succeed.

Thanks.

Ex
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  #4  
Old December 19th, 2005, 07:15 PM
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Default Re: Ground Combat

Well i dont see the need for a formula anyway. Ground combat is about masses. Load a transport full with ground cannon I, II or III and invade whatever you like. At any rate, a full transport will overwhelm every planet, unless that planets controller did mass troops as well.


Mods are another topic though.


edit: with mods, im referring to gameplay mods. Not offense mods
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Old December 19th, 2005, 09:01 PM
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Default Re: Ground Combat

Ground cannons are lame uberguns. And stock GC dosen't give much room to see randomness.

I have seen decent randomness in ground combat in my mods. When ground combat takes many turns, you can see the losses pile up, and they aren't nessesarily in the order of placement.
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Old December 20th, 2005, 12:13 PM
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Default Re: Ground Combat

I have not found the First in First out, First to die advice given in the guide to be correct. (In stock) I am beginning to think that damage to troops is allotted much like damage is to weapon platforms. i.e. randomly. This throws out the three style assault force advised of a shielded type, a weapon toting type and a small ECM leader section.

I now put a small force of shielded leaders with all assults, but the rest does not matter as much. Using a lightly shielded weapon carrying group, or my cheap organic troopers just loaded down with organic guns seems to work. Possibly a force of small heavy shielded troops (saving space in the transport), large weapons troops, and a few leaders would be best.
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Old December 20th, 2005, 12:43 PM
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Default Re: Ground Combat

I suspect that the damage is allocated in a hitpoints lottery similar to how components take damage.

Lots of high hitpoints troops should act like leaky armor for your leader and artillery troops.
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Old December 20th, 2005, 04:08 PM
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Default Re: Ground Combat

Quote:
Parasite said:
I have not found the First in First out, First to die advice given in the guide to be correct. (In stock) I am beginning to think that damage to troops is allotted much like damage is to weapon platforms. i.e. randomly. This throws out the three style assault force advised of a shielded type, a weapon toting type and a small ECM leader section.
this may have been patched out. It definitly USED to work as a FIFO-First-Killed queue.

You can still use combined arms tactics, especially in mods that include infantry. huge swarms of cheap infantry soak damage, while the big guns are carried by a handfull of traditional heavy troops.
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Old December 20th, 2005, 09:00 PM
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Default Re: Ground Combat

I concur with Parasite; I haven't seen the FIFO troop effect in stock SE IV Gold.
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Old December 21st, 2005, 05:33 AM
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Default Re: Ground Combat

Hmm... I seem to recall discussing this before and concluding that it was changed around the same time that the order of weapon platform destruction was changed. I need to stop forgetting these things!
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