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Pocus
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the collateral damages done to other units when you kill one in a stack is really killing the AI ability to hand your a... on a silver plate imho. Its not rare to stop a full offensive of 50+ AI units, all agglomerated into a few squares with only an handful of units eg...
1. what is your opinion on this mechanism. I can understand it has been introduced as an anti-snowballing effect against the most powerful faction, but I think its detrimental to the solo game.
2. do you have any idea on how to disable it?
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Blake
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Brainfallocatione
Oct 2000 time: 17:35
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1) It's better than having no collatoral damage. But I think there should be a limit to the amount of collatoral damage, say that no more total damage can be done than the initial targets hitpoints, so if theres a stack of 10 fusion units, and you kill one, a maximum of 20 damage would be distributed over the other units, each one taking 2 damage, if it was a stack of 50 units, 20 of them would take 1 damage and the rest be unharmed... type thing. Some of the collatoral damage (say 1/4) could also be bounced back at the attacking stack, it stands to reason that the units taking collatoral damage are in shooting back range.
2) Sadly, I have no idea, short of some serious hacking. A fair number of older games (especially Transport Tycoon) have some serious user modifications to the game code, so it's surely possible. But it'd be tedious debugger work and you'd need someone who knows what they are doing...
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Pocus
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the problem of collateral damage is that it really hampers the AI, and seldomly the player. Also, concentration of forces is the basis of strategy, and should not be penalized that much.
So no idea how to mod that...
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Blake
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Brainfallocatione
Oct 2000 time: 17:35
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A few clarifactions and additions:
* It is 30% of reactor value of the attacker, this means fission units take a real hammering from collateral from fusion attackers.
* Certain non combat units such as Colony Pod and probe team take 100% collateral damage if there is no other surviving combat defender. Other non combat units such as Formers have the non combat penalty, but are combat units for all collateral damage purposes.
* In an arterilly duel, if the defender dies, all other units in the stack take normal collateral damage rather than bombard damage - collateral damage is usually (but not quite always) much higher than bombard damage - lesson - never defend stacks with artillery unless it has a good chance of winning a duel. (ie putting scout artillery in your stacks is a REALLY BAD IDEA). This goes double/triple/quadruple when being bombarded by units with higher reactor levels.
* Air and sea units can be destroyed by bombard damage (only SAM artillery and SAM ships can bombard air), land units will never be destroyed by bombard unless they go down with a transport (ie any bombard will reduce probes in a transport to 10%). PSI status & ownership has nothing to do with it, transport foils, Isles of the Deep, missile needles, Locusts can all be killed by bombard. Missile rovers and Mindworms cannot. Probe ships die instantly to any bombard if not in a base.
Exception: When a defending Spore Launcher dies in an artillery duel, it deals collateral damage to other worms in the stack, seeing as planet native life takes 100% collateral damage planet mindworms can in fact be killed by artillery - but only in a package deal with a defending spore launcher. Ofcourse this goes equally for all stacks of mixed artillery and non-artillery.
* Damage from Self Destruct is potentially lethal to land and air and is a set amount of damage equal to exploding unit max hitpoints / 2 (for weapon values 10 and higher, for less it's reactor level * weapon strength / 2). SelfD fusion destroys fission units outright. SelfD fissions damage fusion units to 1/4. SelfD is generally by far the most potent collateral as it damages all units in all adjacant tiles unless they are in a base. It is also the most exploitive when it comes to wiping out massed attacks, largely because a very green fusion chopper can eliminate elite units in several tiles... Missiles are also effective for SelfD purposes.
Note: The balancing between native units and normal unit reactors does not extent to self destruct - fusion units do twice as much damage to natives as fission units.
* Planet mindworms destroyed by SelfD or Bombard do not give cash. When killed by normal attacks or normal collateral they do give cash.
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Blake
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Brainfallocatione
Oct 2000 time: 17:35
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Right. Scout artillery also defends/attacks spore launchers as good as anything else. Theres a time and a place for it, defending your stacks (in the open) just isn't one of them .
As for Artillery vs Sea & Air... try playing using exclusively Free Market and not circumventing it with fun spheres or specialist bases. Have no airforce at all. Then you will appreciate the power of artillery, your ships can sit in your borders and bombard stuff outside, along the coastline bunkers with artillery make a real headache for ships. IIRC missile artillery has even odds of sinking unarmored transports, and 2 volleys will often sink an IoD. Once you have plasma shards native life is toast. Even against armored transports a quick volley will cripple any lightly armored contents, probes get reduced to 1 move = useless, rovers will take a hammering. I'm not sure what the cost effectiveness is compared to airpower, but it is rather fun bombarding the crap out of anything that tries invading.
And then there is the other use of sea bombard... say you have 2-1-4's, and the enemy has 1-3-4's - normally you can't win, instead engage in artillery duel and laugh. With ship combat, always remember to assess whether bombarding will have equal or better odds than normal attacking - ie armor is greater or equal to attack. With 2 bombard range this can also save a move, and may save your ship from a counter attack.
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