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Post by Cory Trese on Jun 8, 2015 14:48:45 GMT -5
I need to go after a few worlds in my garden game, it sounds... I really need a few new footholds to secure the borders. Quickly, while there is still time -- Invade! Also, give hlo a +1 Karma for all his encouragement
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Post by hlo on Jun 8, 2015 14:49:53 GMT -5
I need to go after a few worlds in my garden game, it sounds... I really need a few new footholds to secure the borders. Sounds like the plan to me. I too have to muster some transports to pacify some border worlds before the next update comes. It seems to be these updates are more dangerous than the xenos.
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Post by Cory Trese on Jun 8, 2015 15:36:43 GMT -5
I need to go after a few worlds in my garden game, it sounds... I really need a few new footholds to secure the borders. Sounds like the plan to me. I too have to muster some transports to pacify some border worlds before the next update comes. It seems to be these updates are more dangerous than the xenos. I know how much fun you have exaggerating the impact on the games -- thankfully there are many view points to consider. I will probably take a break from the invasion system, because
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Post by khamya9 on Jun 9, 2015 13:26:58 GMT -5
Out of curiosity, does the xeno radiation come in different flavors and do specific shielding equipment bonuses matter? If so, is there any way to tell if this planet has alpha!and that planet gamma?
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Post by 4BIN4D3R on Jun 16, 2015 7:17:49 GMT -5
I havent read all the posts on this thread but can you tell me if i am correct?
I should have 3 different military transports. One for invasion, Bombardment, and scouting. Scouting reduces defenses and mitigates radiation on the following turn. These ships should have sensor pilot and invasion.
Ships for invasion should have???
Ships for bombardment should have pilot, gun attack, and invasion.
Should all three have sensor?
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Post by hlo on Jun 16, 2015 7:40:40 GMT -5
I havent read all the posts on this thread but can you tell me if i am correct? I should have 3 different military transports. One for invasion, Bombardment, and scouting. Scouting reduces defenses and mitigates radiation on the following turn. These ships should have sensor pilot and invasion. Ships for invasion should have??? Ships for bombardment should have pilot, gun attack, and invasion. Should all three have sensor? I usually scout the 1st turn especially when the defense is . After that go for Invade if you want to capture/colonize it. Or Bombard if you want to create dead world. Captain Skills: load up on Invasion, <3 in Repair if you want to live longer. Maybe 1 in pilot. Ship: Forget Gun Decks and Torp Bays. Then split up the points equally among the remaining 4. Since you will be taking damage, throwing extra on Durability won't hurt. Thinking about Shielding and Evasion. Bottom line is everybody wants something different. Depending on how far you are along in Technology and $$$ in the bank, you may have to go for "Cheap Thrills", "Kamikaze invaders", or some "Hard Hitters". Look around the forum for ideas.
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Post by tenbsmith on Jun 17, 2015 11:46:12 GMT -5
4BIN4D3R, prior to your post, I hadn't read any post suggesting that invasion ships should be specialized for a given type of attack (Scout, Invade, Bombard). People seem to be using all three types of attacks from each of their invasion ships. The key thing to understand about the different attacks is that you should start with Scout. After a turn you'll usually get information on Xeno defense (it should change from to a number). Once you know defense level, you choose between Invade and Bombard.
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koles
CKF Backers
Posts: 449
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Post by koles on Jun 17, 2015 16:11:43 GMT -5
maybe instead ' ' there should be something like ' unknown. use scout to locate'
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Post by khamya9 on Jun 18, 2015 19:31:01 GMT -5
I usually scout the 1st turn especially when the defense is . After that go for Invade if you want to capture/colonize it. Or Bombard if you want to create dead world. In some of the older posts Cory mentioned that it's optimal to mix attacks rather than repeating the same one over and over. So scout-bombard-invade-bombard would be superior to scout-bomb-bomb-bomb. Given all the changes to invasions I'm not sure if this is still true or not, but I assume so. Edit, here's the link: Http:/startradersrpg.proboards.com/post/89197
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Post by hlo on Jun 19, 2015 7:45:49 GMT -5
I usually scout the 1st turn especially when the defense is . After that go for Invade if you want to capture/colonize it. Or Bombard if you want to create dead world. In some of the older posts Cory mentioned that it's optimal to mix attacks rather than repeating the same one over and over. So scout-bombard-invade-bombard would be superior to scout-bomb-bomb-bomb. Given all the changes to invasions I'm not sure if this is still true or not, but I assume so. Edit, here's the link: Http:/startradersrpg.proboards.com/post/89197 Try using 2-3 Military Transports and using Bombard -> Scout -> Invade -> Bombard -> Invade -> Scout -> Invade. To me it looks what you need to do for each turn than have different ships doing different things as the way you are thinking. For me I scout using the cheapest invasion mode for 1st turn with at least 1 ship. As soon as Defense value shows up as a number and not " ", I either go Invade or Bombard. Under the newer (post 2.2.17) rules, don't even bother trying to create a dead world if the Quality is above 8 as you will run out of transports before you will get there. Invade is a bit easier to get results but you know the xeno may reoccupy the system if you don't plan to take it. If you read around the forum you know I am into creating DMZ / Buffer Zones that separate the xeno from me in the earlier years when I want to put a tight grip on my expansion. That will not be easy to do now, I shall find out on the next new game. Currently I am in Year 20 of a Garden Hard game, I have $$$ so I can keep building whatever I need.
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Post by tenbsmith on Jun 19, 2015 9:05:57 GMT -5
Whoa, hlo, that post was a bit confusing. Here: Whatever else you do, start with Scout. Cory has consistently emphasized this. The Xeno Radiation entry in the Senate Library says, "To successfully manage Xeno Radiation, carefully Scout the Seno world to evaluate and eliminate Radiation Risks. The turns following Scout operations, Xeno Radiation will be reduced." In addition, there's advice to alternate attacks. I've always taken this to mean use one attack per turn, but change attacks with new turns. I've had success using mostly Invade. What happens when you mix attacks in a turn? Is this good, bad, indifferent?
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Post by khamya9 on Jun 19, 2015 19:49:44 GMT -5
Whoa, hlo, that post was a bit confusing. Here: Whatever else you do, start with Scout. Cory has consistently emphasized this. The Xeno Radiation entry in the Senate Library says, "To successfully manage Xeno Radiation, carefully Scout the Seno world to evaluate and eliminate Radiation Risks. The turns following Scout operations, Xeno Radiation will be reduced." In addition, there's advice to alternate attacks. I've always taken this to mean use one attack per turn, but change attacks with new turns. I've had success using mostly Invade. What happens when you mix attacks in a turn? Is this good, bad, indifferent? I haven't kept track well enough to say with certainty. But I have two ways of attacking: everyone does the same rotation or half do rotation a while half do rotation b. I have not noticed a difference. It may be more obvious with two or three high end warships rather than my 5-8 low end warships.
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Post by tenbsmith on Jul 21, 2015 17:03:02 GMT -5
Cory Quote from startradersrpg.proboards.com/thread/12119/colony-defense-xeno-ships-damage#ixzz3gj7PEcH4___________________________________________ ...without a doubt, in ST 4X not all of the rules are symmetrical, in many cases they are intentionally asymmetrical. A Xeno invasion is accomplished by the Xeno ship sitting in high orbit and laying eggs and spoors into the upper atmosphere that fall the the planet's surface and erode the biosphere and destroy all life they encounter. Unlike a human invasion, the Xeno do not risk their ships or anything they particularly care about. Humans are landing parties, sending in bombers, etc. The Xeno are just pooping on the planet. You will have to kill them to make them go away. ___________________________________________
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Post by tenbsmith on Aug 7, 2015 14:17:46 GMT -5
Back to elwoodps' question, can you set Evasion low or to 0 and still have a successful invasion design? I know this ship would be vulnerable to attacks from Xeno ships, I'm asking if there is any negative impact to invasion if Evasion is 0. Edit: --Cory's first post stated that Transport ships use "Sensors, Invasion, Pilot and Shielding during attacks. ... Durability, Shielding and Armor values to defend against damage from the Xeno Colony." (Note that Evasion is NOT mentioned.) Shielding plays a role in invasion attack and defense. -- koles reported experiments on page 1 indicating high Durability minimized damage received. It also improves survival against all attacks through higher hull. So, I'm experimenting with this design as I prepare for invasion of a Sidtax infestation in year 7.12 (hard): Transport, Level 4, Reactor 9 Ship: Durability 11, Shielding 8, Evasion 1, Sensor 6 Captain: Pilot 2, Repair 5, Invasion 5 Heavy Drop Pods, Heavy Assault Brigade, Duranium Composite Cladding Weight: 3924/4000 (Can't quite bring myself to use 0 Evasion, though that might be best since a ship with these stats a very low--approaching 0%--chance of evading xeno ship attacks.) I've got a similar design where Ship stats are more balanced. I'll report back on results.
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Post by dadacp on Aug 9, 2015 9:11:19 GMT -5
By modifying the stock Military Transport, I can design an invasion ship with both Heavy Assault Brigade and Light Mechanized Brigade at the same time (once I research the appropriate tech). The ship has the extra weight and cost of the second brigade. Do the benefits of the two brigades stack?
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