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C# Mechanics / Re: Planatery Invasions
« Last post by Xkill on March 27, 2024, 09:05:07 PM »
I have not yet managed to get to that point, I only invaded a particularly spoilery stellar body. But I read many of the discussions that go about this topic. I see two main ways you can handle this: Siege or Rush.

By sieging you do much of what you're already doing. Shoot at the STOs from afar with missiles or beams until the incoming fire is low enough that you cannot lose significant portions of your ground forces on the approach.

By rushing you aim either to put the troops on the planet as quickly as possible or as intact as possible. This means your transports go very fast or are very tough. Doing both at the same time is possible - theoretically - but very expensive.

The way I understand, the game kind of favors the rushing approach. If you want to invade rather than bomb, it means there is something of value on the planet that warrants capture. Long-range orbital bombardment is inaccurate and results in plenty of collateral damage, destroying precisely what you want to capture. Or it makes the place utterly uninhabitable. Rushing your troops in quickly avoids this and nets the greatest possible loot if you can dodge or tank the incoming. You might notice that speed is of the essence during any sort of contested landing. Using drop-capable components is a must. Even a one hour long unloading time is certain death in any situation that makes you wonder whether you should siege or rush.

This is of course, assuming that you do not want to exploit the game. I guess you could just make a big box of armor, shields and PD that masses 100k tons, park it on the planet and then rush your ships in after it.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by undercovergeek on March 27, 2024, 07:55:40 PM »
I’m currently standing 95m km off an alien occupied planet which is in range of my passive, active and thermal scanners which can see 100m km - I’m trying to avoid his 90m km range missiles

I’ve been there 6 months now - at what point should I be receiving intel on the planet and population or do I need to get closer?
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C# Mechanics / Planatery Invasions
« Last post by Andrew on March 27, 2024, 06:25:24 PM »
How do you all handle STO defenses. I seem to have 2 choices, bombard the planet until I have knocked 20-30 degrees off the tempeature with dust clouds and incidentally killed a few 10s of millions of inhabitants and some of their industry or to take massive losses in my assault transports which are unsustainable as I need to make multiple landings to get enough troops on the ground to take a homeworld.
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C# Mechanics / Re: Ground Units Replacement
« Last post by Froggiest1982 on March 27, 2024, 04:57:58 PM »
I will quickly highlight the faster and simpler way to deal with GU replenishment:

Create a Unit
Create a Series
Place the Unit under the series
Create a Replacement Formation*
Wait for the construction cycle to end
*You need to flag the formation for use as a replacement

If you follow the above steps, every formation with the unit designed that is in need of that specific unit will be replenished by the replacement formation until the formation is empty. Below, you can find some extra information that may not be necessary to achieve what you want.

The template simply tells the game which units are supposed to be part of the specific formation. Personally, I have never changed it since it is by default populated with the same formation. However, if you decide to change the composition of the specific formation and want to change the old ones to new, you may use it. Nevertheless, since the new copy and update feature, I find it even less important. It must be there, though, as it tells the game what to do.

The replacement formation does not need to be the same as the template. For example:

10th Infantry Division
2x Infantry Division HQ
1000x Infantry Soldier
100x Infantry Machine Gun
100x Infantry Bazooka
40x Supply Vehicle

Can be resupplied by:

11th Infantry (Soldier Reserve) marked for use as a replacement
2x Infantry Division HQ
1000x Infantry Soldier

12th Infantry (Machine Gun Reserve) marked for use as a replacement
100x Infantry Machine Gun

13th Infantry (Bazooka Reserve) marked for use as a replacement
100x Infantry Bazooka

14th Logistic Division (Reserve) marked for use as a replacement
400x Supply Vehicle

You may opt for the simpler version:

11th Infantry Division (Reserve) marked for use as a replacement
2x Infantry Division HQ
1000x Infantry Soldier
100x Infantry Machine Gun
100x Infantry Bazooka
40x Supply Vehicle

However, since you may have multiple formations sharing the same units, it could be easier to divide them into groups that can be shipped at the front depending on the assault force composition.

Finally, the most important part of dealing with replenishments is to fully understand the resupply, which requires a constant replenishment of Logistic modules. Ideally, if you use your construction cycle with 5 days, then you need to ensure your main formations can be resupplied for that long (I personally play with construction cycles of 1 day less 1 second).

The long story is available here https://aurora2.pentarch.org/index.php?topic=8495.msg109760#msg109760 for resupply
and here https://aurora2.pentarch.org/index.php?topic=8495.msg109786#msg109786 for combat.

The short version is GSP per round and how many rounds it takes to complete a cycle. You can add a few extra for redundancy if you wish.

1 day: 3 rounds
5 days: 15 rounds


I am sure I may have missed many other important pieces of information that others will be able to debunk/clarify. All I can say is that the above has served its purpose in its current form and keeps things easier for me to manage. You are encouraged to conduct your own research and experimentation to determine what works best for you. This includes adjusting the relative numbers to accommodate any updated rules that I may have missed or that may be updated in the future after this post, as well as aligning with your playstyle. However, the concepts presented appear to be correct in the current state of GU management.
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C# Mechanics / Re: An analysis of 2.2+ Missile Warfare
« Last post by bean on March 27, 2024, 04:35:01 PM »
I have done a bit more digging and can confirm that under single-missile allocation, shooting a lot of low Ph attacks is strictly worse than using an equivalent average hits of high Ph attacks. Basically, more shots means higher variance, and because you have no way of capturing the upside of the variance, you just lose on the downside. However, this is only true if there aren't decoys. If there are, it's possible to get at least some of the upside, and the disadvantages of more shots drops dramatically.

so the takeaway is to always use 100 gauss?
Yes.  The gain in effectiveness can be pretty surprising.  I'm working on a follow-up with more details.
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C# Mechanics / Re: An analysis of 2.2+ Missile Warfare
« Last post by Zap0 on March 27, 2024, 04:04:42 PM »
I have done a bit more digging and can confirm that under single-missile allocation, shooting a lot of low Ph attacks is strictly worse than using an equivalent average hits of high Ph attacks. Basically, more shots means higher variance, and because you have no way of capturing the upside of the variance, you just lose on the downside. However, this is only true if there aren't decoys. If there are, it's possible to get at least some of the upside, and the disadvantages of more shots drops dramatically.

so the takeaway is to always use 100 gauss?
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C# Mechanics / Re: Ground Units Replacement
« Last post by ty55101 on March 27, 2024, 03:29:23 PM »
Replacement units only move during construction phases which might be part of the confusion.
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C# Mechanics / Re: Ground Units Replacement
« Last post by Kelewan on March 27, 2024, 03:24:56 PM »
Have you created a Unit Serie for your STO Unit? Replacement only works for Units that are part of a Unit serie
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C# Mechanics / Re: Ground Units Replacement
« Last post by Kaiser on March 27, 2024, 03:17:25 PM »
As I understand it, you need to build some extra STO elements - say, a formation that's just 5xSTOs, then mark that formation as replacements. The formation that's understrength should draw from that unit back up to full. (Note: this is theoretical - I haven't actually done this myself.)

Or you can just transfer the extra units manually. By checking off the "show elements" box, you can drag and drop from one formation to another. If you also check the "Amount" checkbox, it'll pop up a textbox asking how many of the element you just dragged you want to transfer over.

From what I understood from Steve here https://aurora2.pentarch.org/index.php?topic=11593.msg140370#msg140370 the replacement can be automatic "when the replacement are available" but what does it mean when they are available?

Also, I created an extra unit and marked as use for replacement but it does not work.

Somehow at some point in the game, some elements were added to my unit automatically or because I marked another units as use for replacement, but I do not know how or why.

Maybe I need an HQ or a supply unit? Something related to the structure or the unit serie?
 
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C# Mechanics / Re: Ground Units Replacement
« Last post by AlStar on March 27, 2024, 02:29:55 PM »
As I understand it, you need to build some extra STO elements - say, a formation that's just 5xSTOs, then mark that formation as replacements. The formation that's understrength should draw from that unit back up to full. (Note: this is theoretical - I haven't actually done this myself.)

Or you can just transfer the extra units manually. By checking off the "show elements" box, you can drag and drop from one formation to another. If you also check the "Amount" checkbox, it'll pop up a textbox asking how many of the element you just dragged you want to transfer over.
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