Author Topic: Rework to Ground Unit Construction  (Read 7316 times)

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Offline nuclearslurpee

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Re: Rework to Ground Unit Construction
« Reply #30 on: July 08, 2021, 03:21:38 PM »
ahh yes i put all outworld fighting capabilities.   all the bells and whistles.  plus a 3 anti vehicle cannon turret i think.

I usually consider myself a firm believer that there is no such thing as overkill, but this puts my beliefs to the test. Still, this is one way to ensure that you will not lose any fights you pick...
 

Offline minaev_lukav3

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Re: Rework to Ground Unit Construction
« Reply #31 on: July 08, 2021, 04:05:08 PM »
Quote from: nuclearslurpee link=topic=12614.  msg153428#msg153428 date=1625775698
Quote from: minaev_lukav3 link=topic=12614.  msg153427#msg153427 date=1625774452
ahh yes i put all outworld fighting capabilities.     all the bells and whistles.    plus a 3 anti vehicle cannon turret i think. 

I usually consider myself a firm believer that there is no such thing as overkill, but this puts my beliefs to the test.   Still, this is one way to ensure that you will not lose any fights you pick.  .  . 

Then you wont believe that a colony of barbarian rakhas (on the defensive) can still manage to destroy that behemoth of mine 4 to 1.   and they have 2k battlewagons units left.   i can only imagine what the battlewagon of theirs look like.   i love it!.   i love the scale of things!.   its space after all nothing should be limited by size.   what i dont love is thinking of micro managing 8k units of SHV at 10 per facility.   yikes. 
Edit:10k infantry 2k wagons.
« Last Edit: July 08, 2021, 04:07:11 PM by minaev_lukav3 »
 

Offline Droll

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Re: Rework to Ground Unit Construction
« Reply #32 on: July 08, 2021, 04:20:25 PM »
Quote from: nuclearslurpee link=topic=12614.  msg153428#msg153428 date=1625775698
Quote from: minaev_lukav3 link=topic=12614.  msg153427#msg153427 date=1625774452
ahh yes i put all outworld fighting capabilities.     all the bells and whistles.    plus a 3 anti vehicle cannon turret i think. 

I usually consider myself a firm believer that there is no such thing as overkill, but this puts my beliefs to the test.   Still, this is one way to ensure that you will not lose any fights you pick.  .  . 

Then you wont believe that a colony of barbarian rakhas (on the defensive) can still manage to destroy that behemoth of mine 4 to 1.   and they have 2k battlewagons units left.   i can only imagine what the battlewagon of theirs look like.   i love it!.   i love the scale of things!.   its space after all nothing should be limited by size.   what i dont love is thinking of micro managing 8k units of SHV at 10 per facility.   yikes. 
Edit:10k infantry 2k wagons.

Actually its quite believable since those 10k infantry are shielding the 2k wagons from the triple heavy anti-tank that your superheavies have. Idk what else your sending but you should remember that each AT gun can at most kill 1 soldier per combat round, and that assumes a successful hit.
« Last Edit: July 08, 2021, 06:18:32 PM by Droll »
 

Offline minaev_lukav3

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Re: Rework to Ground Unit Construction
« Reply #33 on: July 08, 2021, 06:10:22 PM »
Quote from: Droll link=topic=12614. msg153430#msg153430 date=1625779225
Quote from: minaev_lukav3 link=topic=12614. msg153429#msg153429 date=1625778308
Quote from: nuclearslurpee link=topic=12614.   msg153428#msg153428 date=1625775698
Quote from: minaev_lukav3 link=topic=12614.   msg153427#msg153427 date=1625774452
ahh yes i put all outworld fighting capabilities.      all the bells and whistles.     plus a 3 anti vehicle cannon turret i think.   

I usually consider myself a firm believer that there is no such thing as overkill, but this puts my beliefs to the test.    Still, this is one way to ensure that you will not lose any fights you pick.   .   .   

Then you wont believe that a colony of barbarian rakhas (on the defensive) can still manage to destroy that behemoth of mine 4 to 1.    and they have 2k battlewagons units left.    i can only imagine what the battlewagon of theirs look like.    i love it!.    i love the scale of things!.    its space after all nothing should be limited by size.    what i dont love is thinking of micro managing 8k units of SHV at 10 per facility.    yikes.   
Edit:10k infantry 2k wagons.

Actually its quite believable since those 10 infantry are shielding the 2k wagons from the triple heavy anti-tank that your superheavies have.  Idk what else your sending but you should remember that each AT gun can at most kill 1 soldier per combat round, and that assumes a successful hit.

yes i got 100 marines per SHV.  their conventional warfare technology is just so advance for a non trans newtonian race.
 

Offline Droll

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Re: Rework to Ground Unit Construction
« Reply #34 on: July 08, 2021, 06:20:08 PM »
Quote from: Droll link=topic=12614. msg153430#msg153430 date=1625779225
Quote from: minaev_lukav3 link=topic=12614. msg153429#msg153429 date=1625778308
Quote from: nuclearslurpee link=topic=12614.   msg153428#msg153428 date=1625775698
Quote from: minaev_lukav3 link=topic=12614.   msg153427#msg153427 date=1625774452
ahh yes i put all outworld fighting capabilities.      all the bells and whistles.     plus a 3 anti vehicle cannon turret i think.   

I usually consider myself a firm believer that there is no such thing as overkill, but this puts my beliefs to the test.    Still, this is one way to ensure that you will not lose any fights you pick.   .   .   

Then you wont believe that a colony of barbarian rakhas (on the defensive) can still manage to destroy that behemoth of mine 4 to 1.    and they have 2k battlewagons units left.    i can only imagine what the battlewagon of theirs look like.    i love it!.    i love the scale of things!.    its space after all nothing should be limited by size.    what i dont love is thinking of micro managing 8k units of SHV at 10 per facility.    yikes.   
Edit:10k infantry 2k wagons.

Actually its quite believable since those 10 infantry are shielding the 2k wagons from the triple heavy anti-tank that your superheavies have.  Idk what else your sending but you should remember that each AT gun can at most kill 1 soldier per combat round, and that assumes a successful hit.

yes i got 100 marines per SHV.  their conventional warfare technology is just so advance for a non trans newtonian race.

The fact that you are in a position to fight spoilers at all as a non-TN race is the most impressive part about this. I think focus on tech first lol (unless this is a weird conventional only game).
 

Offline minaev_lukav3

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Re: Rework to Ground Unit Construction
« Reply #35 on: July 08, 2021, 06:46:58 PM »
Quote from: Droll link=topic=12614. msg153432#msg153432 date=1625786408
Quote from: minaev_lukav3 link=topic=12614. msg153431#msg153431 date=1625785822
Quote from: Droll link=topic=12614.  msg153430#msg153430 date=1625779225
Quote from: minaev_lukav3 link=topic=12614.  msg153429#msg153429 date=1625778308
Quote from: nuclearslurpee link=topic=12614.    msg153428#msg153428 date=1625775698
Quote from: minaev_lukav3 link=topic=12614.    msg153427#msg153427 date=1625774452
ahh yes i put all outworld fighting capabilities.       all the bells and whistles.      plus a 3 anti vehicle cannon turret i think.   

I usually consider myself a firm believer that there is no such thing as overkill, but this puts my beliefs to the test.     Still, this is one way to ensure that you will not lose any fights you pick.    .    .   

Then you wont believe that a colony of barbarian rakhas (on the defensive) can still manage to destroy that behemoth of mine 4 to 1.     and they have 2k battlewagons units left.     i can only imagine what the battlewagon of theirs look like.     i love it!.     i love the scale of things!.     its space after all nothing should be limited by size.     what i dont love is thinking of micro managing 8k units of SHV at 10 per facility.     yikes.   
Edit:10k infantry 2k wagons. 

Actually its quite believable since those 10 infantry are shielding the 2k wagons from the triple heavy anti-tank that your superheavies have.   Idk what else your sending but you should remember that each AT gun can at most kill 1 soldier per combat round, and that assumes a successful hit. 

yes i got 100 marines per SHV.   their conventional warfare technology is just so advance for a non trans newtonian race.

The fact that you are in a position to fight spoilers at all as a non-TN race is the most impressive part about this.  I think focus on tech first lol (unless this is a weird conventional only game).

Oh i think my last reply was misleading.  Anyway i hope ground training rework would be pushed.  i mean i play very long campaigns (close to a thousand years) i dont know if that's even long compared to other players.

i believe scale is the most important thing in this kind of game.  although i think its unique on itself.
in my experience things that doesn't scale for now.

1. Ground units.  (Dreaming of a world wide million marines vs spoilers? nope not happening, i mean even China right now have 2 million active military personel)
2. Technology (open ended would be awsome)
3.  Gallicite (i got whole moon worth of Duranium, but no more gallicite and the only real reason to expand)




 

Offline Droll

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Re: Rework to Ground Unit Construction
« Reply #36 on: July 08, 2021, 07:09:33 PM »
i mean i play very long campaigns (close to a thousand years)

Close to a thousand years is probably incredibly long (most importantly Steve's), I think a lot of people here would say I play long campaigns at 100-200 years.

In b4 a bunch of people come out of the woodworks who have been playing for 5000 in game years.

How big does you empire even get after 1000 years?
 

Offline minaev_lukav3

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Re: Rework to Ground Unit Construction
« Reply #37 on: July 08, 2021, 07:30:22 PM »
Quote from: Droll link=topic=12614. msg153434#msg153434 date=1625789373
Quote from: minaev_lukav3 link=topic=12614. msg153433#msg153433 date=1625788018
i mean i play very long campaigns (close to a thousand years)

Close to a thousand years is probably incredibly long (most importantly Steve's), I think a lot of people here would say I play long campaigns at 100-200 years. 

In b4 a bunch of people come out of the woodworks who have been playing for 5000 in game years.

How big does you empire even get after 1000 years?


Oh boy long game is very immersive.  slow and very RPG'ish (is that a word?) 20 system, around 20bil pop scattered on different worlds.  i tend to not expand unless needed.  and prepare huge armada before exploring a new system.  its the only game where theoretically you can create a moon size ship & nerds tend to aim for that kind of thing i guess.

Wow and i cannot imagine playing a 200 year campaign and reset.  That's like the early game. 
and doing the tech tree all over again i mean that's tedious.  tech move so fast you don't need most in between.  i even play at 5% research speed.


 

Offline Blogaugis

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Re: Rework to Ground Unit Construction
« Reply #38 on: July 27, 2021, 06:47:06 AM »
I have a suggestion about ground force construction...
I suppose we already got over this - make ground forces build-able with standard construction factories or make GFCFs function similarly to construction and/or fighter factories.

I think we essentially need 2 types of factories - construction factories, the ones that build structures and static installations;
and unit factories - they construct ground units/fighters/ship components and space-sta-... hm... I'm not sure about shipyards and space-stations though. But I guess you get the point.

Now about ground forces - I suggest using a system similar to the one in Pacific Storm game:
your unit factories produce land units, which are unassigned to any formation and put into a planet's stockpile. You open a ground force window, create an empty formation, and assign your created ground units to the newly created formation.
It may of course could clutter your troop transport order window with unassigned land units, but it shouldn't be a problem if you assign them to formations.

Other suggestions/reminders - it would be a good  option for ground HQ units to have range selection when designing them, at which they could provide bonuses to units in different solar system, just different planet, or only the planet they are stationed on.
 
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Offline Platys51

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Re: Rework to Ground Unit Construction
« Reply #39 on: August 01, 2021, 10:23:02 AM »
In my games I make heavy use of mobile construction vehicles. They allow me to build massive habitats above fairly distant worlds or just concentrate more PP on Earth and reduce micro around that.

Problem is, Im using 32kt sized formations. They build 4 years each with 1 tech in ground unit production, which is kind of sizable as they are production facilities and you want them out as fast as possible, so I can't just combine them into 320kt formation and build that 40 years...

Micro involved in building and then moving these is kind of heavy, especially as I build 40 at once past 40-year mark, 120 years in I can build up to 300 at once in some games.

I would heavily welcome either order that would load ground unit formation type, not specific formation, or change that would allow me to make massive formations faster...
« Last Edit: August 01, 2021, 10:24:38 AM by Platys51 »
 

Offline Marski

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Re: Rework to Ground Unit Construction
« Reply #40 on: September 25, 2021, 10:33:10 AM »
Solution idea #2: Redefine ground force construction complex as training complex, which similarly to military academies adds to a empire wide pool of soldiers.  Every ground unit requires a certain number of soldiers to produce based on the base type.
The actual construction of formations is done by fighter factories which would be renamed arms factories or something along those lines. (fighters would still be be produced there)
I am heavily in favour of this, throw in conscription and enlistment policies and you've got another way to ensure that the player doesn't have to "forget" about wealth after certain point that tends to happen. For example; Mandatory military service. Massive pool of trained military personnel to relatively quickly draw troops, pilots and ship crews from. Good for small nations, very expensive for larger ones (see; USSR).
« Last Edit: September 25, 2021, 10:35:25 AM by Marski »
 

Offline minaev_lukav3

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Re: Rework to Ground Unit Construction
« Reply #41 on: December 28, 2021, 12:33:25 AM »
Quote from: Marski link=topic=12614. msg155486#msg155486 date=1632583990
Quote from: Azuraal link=topic=12614. msg152790#msg152790 date=1624033146
Solution idea #2: Redefine ground force construction complex as training complex, which similarly to military academies adds to a empire wide pool of soldiers.   Every ground unit requires a certain number of soldiers to produce based on the base type.
The actual construction of formations is done by fighter factories which would be renamed arms factories or something along those lines.  (fighters would still be be produced there)
I am heavily in favour of this, throw in conscription and enlistment policies and you've got another way to ensure that the player doesn't have to "forget" about wealth after certain point that tends to happen.  For example; Mandatory military service.  Massive pool of trained military personnel to relatively quickly draw troops, pilots and ship crews from.  Good for small nations, very expensive for larger ones (see; USSR).


This++ (Drool)