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Post by eternalheathen on Jun 5, 2015 19:37:43 GMT -5
Thank you very much for this thread. Gives me a lot to think about, seeing other people's successful designs help me refine the rules. Any time, and I'm definitely hoping to see some pointers and designs from other folks, especially for lower level designs. It's gonna be a long, long time before I destroy all the weeds in this garden.
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Post by Brutus Aurelius on Jun 5, 2015 20:49:36 GMT -5
My speeches go something like this:
"The enemy shall go no further! This world will be purged, and you will break them! Fire your cannons! Launch the Torps! Drop Pods away! For Shalun!"
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Post by En1gma on Jun 5, 2015 21:01:37 GMT -5
Cory Trese, are invasion ships back to being destroyed by the defenses/radiation of Xeno colonies while on normal? If not I might have a bug to report.
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Post by Cory Trese on Jun 5, 2015 21:15:06 GMT -5
Cory Trese, are invasion ships back to being destroyed by the defenses/radiation of Xeno colonies while on normal? If not I might have a bug to report. Yeah -- ships can be destroyed on all difficulty levels. This was strongly advocated for by forum and e-mail feedback. The logic, I believe, is that you shouldn't be totally surprised by Invasion damage as you move up in difficulties. Makes some sense to me, and players were so bloody adamant about that fact that I coded as they demanded.
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Post by En1gma on Jun 5, 2015 22:19:34 GMT -5
Makes sense, Cory Trese... I was just hoping they could make it past two rounds of the attack, that's all. Thanks for the help, as always
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Post by Cory Trese on Jun 5, 2015 22:28:00 GMT -5
Makes sense, Cory Trese... I was just hoping they could make it past two rounds of the attack, that's all. Thanks for the help, as always Two rounds of attack sounds really way to short, or your are far outmatched by the Xeno. Do your normal ships survive more than two hits from a Xeno warship?
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Post by En1gma on Jun 5, 2015 22:38:21 GMT -5
They struggle somewhat, but they manage. Actually I have only lost two of my fighters in almost 8 years of constant combat, so they do well.
If I didn't micromanage my combats, my fighters would die in 4-5 solid hits, Cruisers in 8-10(?)- I have never lost a Cruiser in this game. My decent invasion ships (base drops, upgraded level and armors) die in 2-2.5 if lucky.
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Post by En1gma on Jun 5, 2015 22:42:41 GMT -5
I'll get exact schematics for you tomorrow, and I know they're outdated, but they really drop at an alarming rate. I could see them not doing any damage, and taking moderate amounts in return, but this is like... You ever watch that botched invasion of the Bug world in Starship Troopers? It's like that.
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Post by Cory Trese on Jun 5, 2015 22:43:46 GMT -5
Try to think about how your Cruisers are different than your Transports. There is something in one of the designs that is causing the damage to be applied so differently.
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Post by En1gma on Jun 5, 2015 22:44:58 GMT -5
Hang on... This is bugging me. Cory Trese now this is getting weird. Here is the ship: I know the issue- shitty armor. I might have found a bug though... It reads properly on this screen, but going into the editor, the Drop Pods have been removed, which made me think I had room to add the armor this vessel desperately needs. Issue found with why they were droping so fast- I honestly thought their armor was better than that, but it may have been a misunderstanding in the Editor. Sorry about all this confusion. I'll revise the ship design tomorrow and let you know if I get the chance to use them. Thanks again for putting up with me
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Post by En1gma on Jun 5, 2015 23:02:45 GMT -5
Here's the new and improved version. All better now I think...
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Post by CdrPlatypus on Jun 5, 2015 23:15:46 GMT -5
Armor? Who needs that sissy stuff?
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Post by eternalheathen on Jun 6, 2015 0:13:02 GMT -5
Armor? Who needs that sissy stuff? Invasion ships, apparently. I haven't used armor on any of my other ships unless I was looking to maximize mass usage. Only 2 or 3 ships lost, and then only because I made a tactical error. The bloody cats probably distracted me.
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Post by Captain Starbuck on Jun 6, 2015 15:25:05 GMT -5
I also saw what En1gma is reporting. Note the "Unknown Type". This happens when there are 2 pods. I tried to delete one, I think it deleted both then showed as Unknown. So I exited my design and restarted. HTH
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Post by eternalheathen on Jun 9, 2015 0:12:01 GMT -5
So, the Bollish are gone, and after a quick reorganization, refuel, and repair period, I've ripped through 4 xytox worlds. Only 2 ships have any significant damage, and they have lower armor to make room for stronger pods. Evasion seems entirely unnecessary.
However, can anyone tell me if there is a certain way to boost bombard effectiveness? Perhaps putting points into gun skill? My transports seem much more effective when using invade.
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