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

This Month's Specials

Air Assault Task Force- Save $8.00
World Supremacy- Save $10.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old September 15th, 2001, 09:20 PM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Possible ground combat bug

When I invaded a planet with my troops (large troops with ground canons) I got in a situation where my troops seems to cause no damage. Although about 100 troops were facing about 10 militia they could not win the battle. I lost some of my troops and got a stalemate. Next turn the groung combat resumed with the same result. I then had a look at the planet cargo and there were still some mines and fighters on it. In tactical combat I then "carefully" bombarded the planet till all units were gone. After that my remaining troops captured the planet in the next turn without any problem.
So it seems that units on a planet cause the attacking troops to be ineffective. Anyone seen anything like this???
I would post the savegame file, but it is a game with a modified racial trait (assimilation) so you would not be able to open it unless you installed the entire modification.
Reply With Quote
  #2  
Old September 15th, 2001, 09:58 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Possible ground combat bug

Yes, I've seen the same thing. I think it was the mines. People with just WPs on the planets report that thay can capture them whole.
Reply With Quote
  #3  
Old September 15th, 2001, 10:39 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Possible ground combat bug

That's odd. 1.41, right? I've captured planets intact, with mines, in that Version... never fighters, because fighters launch ASAP, but mines haven't seemed to be a problem.

------------------
-- The thing that goes bump in the night
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #4  
Old September 16th, 2001, 08:52 AM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Re: Possible ground combat bug

It seems the fighter are the problem. I ran a test game and there was no problem with mines, weapon platforms, sats or troops on the planet. But if fighters remained on the planet and were not launched, the attacking troops were ineffective.
I do not understand however why the computer im my original game did not launch the fighters automatically. Any ideas??
I mailed the savegame of the unmodified test game to MM.
Reply With Quote
  #5  
Old September 16th, 2001, 09:27 AM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Re: Possible ground combat bug

The reason why the fighters were not launched is very simple: The AI empire had reached the maximum number of units in space (5000 in this game). This is something quite old and should be changed IMO, because it really cripples an empire if you can't launch your units during combat. And the AI will not destroy or revover mines or sats as far as I have seen.
Reply With Quote
  #6  
Old September 16th, 2001, 07:44 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Possible ground combat bug

Ah. That makes sense.

Maybe if fighters weren't in space all the time (IOW, returned to carrier / planet always)...

But right now, in-colony fighters have a nasty 1-turn reaction penalty, since they can't move after being launched, so to make them stil useful for in-system defense (instead of only one world) it might be better to also allow them to move in a turn *if* they are in storage (and they don't return to storage until end of turn).

------------------
-- The thing that goes bump in the night
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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 06:50 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.