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  #11  
Old February 16th, 2002, 02:05 AM

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Default Re: keeping captured planets

Ooo, good idea. I think I'll do that. Plus, it would actually let you use multiple transports. Maybe not down to 3 though.

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  #12  
Old February 19th, 2002, 12:59 AM
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Default Re: keeping captured planets

Don't the defenders magically regrow light infantry based on population? Is the regrow on a per turn basis?
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  #13  
Old February 19th, 2002, 01:19 AM
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Default Re: keeping captured planets

Defending militia only regenerate when there are no hostiles on the planet. Any amount of time without hostiles is sufficient.

I'm thinking 2 GC rounds per turn would be better .
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  #14  
Old February 19th, 2002, 01:28 AM
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Default Re: keeping captured planets

Yes, I did this in my Proportions mod (3 ground combat rounds per turn - note though that low rounds/turn also affects balance of troops weapons with low ROF.).

One thing that occurs is that the invasion makes the population unhappy quickly, so the defenders can only build new defenders there for a short time, unless there are construction bases to build more.

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  #15  
Old February 19th, 2002, 02:10 AM
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Default Re: keeping captured planets

quote:
Originally posted by suicide_junkie:
Another alternative is to edit Settings.txt, and reduce the ground combat rounds to 3.

That way, even an overwhelming ground force may take three or four months to quell the resistance.

As an added bonus, you'd see more troop-on-troop combat, since the defenders would be able to construct more throughout the campaign.

An close battle could take years, with reinforcements pouring in from both sides


I have had a combat Last turns before granted that is not years but it is a long time, I Gen. drop about 400 to 625 Sm troops on a planet Last on avg of 3 combat turns now

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  #16  
Old February 19th, 2002, 01:01 PM
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Default Re: keeping captured planets

quote:

Another alternative is to edit Settings.txt, and reduce the ground combat rounds to 3.



I had no idea that this was possible without hardcode changes. This is brilliant! Thankyou S_J.

Proportions mod (and any other mod which implements this excellent feature) is looking even better now, can't wait to go gold.

One small thing- how does the AI get on with this modification? Now that we have troop- capable AIs, do they sit and wait patiently for their troops to conquer the planet in multi-turn ground combat or do they pummel the colony into dust from orbit the very next turn? What happens to their troops if the do?
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  #17  
Old February 19th, 2002, 04:22 PM
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Default Re: keeping captured planets

I was playing a simultaneous game, and the ships in orbit were getting a battle every turn.

They just sat back out of range, so I suppose the contested colony is not considered a valid target except by troop transports.

quote:
One thing that occurs is that the invasion makes the population unhappy quickly, so the defenders can only build new defenders there for a short time, unless there are construction bases to build more.
What about the defender "attacking" the planet with troop transports? Can you drop more defender troops to help out?
If the battle is going to be Lasting a year, you'd have plenty of time to collect some ships from neighbouring colonies/systems, smash the attacking fleet, and drop reinforcements.
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  #18  
Old February 20th, 2002, 02:44 AM
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Default Re: keeping captured planets

Yes, both sides can keep adding troops from outside the planet. If the happiness modifiers somehow prevent the planet from rioting, then the defender can keep building them too, of course. This could turn out to be a useful advantage for Emotionless races.

I haven't tested what happens if a human player (or whatever) orders ships to lay waste to a planet with friendly troops on it. I'll have to check that out.

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  #19  
Old February 22nd, 2002, 03:51 PM
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Default Re: keeping captured planets

"I haven't tested what happens if a human player (or whatever) orders ships to lay waste to a planet with friendly troops on it. I'll have to check that out." -- PvK

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