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Question regarding Invasion force troops

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7 years ago
Jul 11, 2017, 12:25:54 PM

Hello All.

Is there some way to check how many of original invasion force is left to "refill" to attack quantity ?

I.e. If i drop 2000 troops on planet to begin my invasion, and by every turn i have 900 troops attacking. If we assume that i lose half of my current attacking troops then:

- after turn 1 i have 450 troops left + 1100 reserves.

- after turn 2 i have 450 troops left + 650 reserves.

- after turn 3 i have 450 troops left + 200 reserves 

- turn 4 will get me with 650  / 900 troops ready to fight with no reserves.

And my problem is i really don't know how to check what are my current reserves on planet after i invide it.

Troops on my ships always point to 0% after invasion begin, and icon next to planet name gives information about types of current troops, which made id alive after this turn battle ( 450 troops in our example devided by infantry, tanks and planes ).

Is this just a game flaw, that they forgot to add this information ?

Also when you are looking on fleets, there is only information about how many different troop types you posses, and not how many manpower this fleet contain ( which also should be there to inform you how many manpower will you need to refill your ranks etc. )

Thanks for informations guys!.

Slawek

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7 years ago
Jul 18, 2017, 11:06:37 AM

I would help you but hell I don't even know how I'm supposed to recall my troops when I want to stop an invasion. But yeah, from the one game I actually invaded in it seems the game doesn't have the number of reserve on planet when you are invading. Also to know your fleet actual manpower requirement you will need to check each ship individually.

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7 years ago
Jul 18, 2017, 12:33:40 PM

There is an icon on the map, by the planet, indicating an invasion is in progress. Try hovering over that.

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7 years ago
Jul 19, 2017, 8:29:42 AM
MetalCommander wrote:

I would help you but hell I don't even know how I'm supposed to recall my troops when I want to stop an invasion. But yeah, from the one game I actually invaded in it seems the game doesn't have the number of reserve on planet when you are invading. Also to know your fleet actual manpower requirement you will need to check each ship individually.

When you start attack each round you, on screen where you want to choose your strategy for attack, there is a flag to "retreat". You can stop invasion by using this.

Do you know if developers are actualy aware about this interface problem and would add this to the game? This seems like a neccessary information, so you know how the battle is going ( not only battle which you fought this turn ).



Dragar wrote:

There is an icon on the map, by the planet, indicating an invasion is in progress. Try hovering over that.

This only give you information about status of last battle. You don't know if your troops or enemy troops will be filled again from reserves, and how many each side have them. You don't know if you should move your fleet to fill manpower, or if what you provided will be probably sufficient. 

You are aware about this only if on the next turn you will wake up with your troops lower numbers than your deploy limit. :(

Updated 7 years ago.
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7 years ago
Jul 21, 2017, 9:36:13 AM

IS there some game geveloper on this forum,  which can say something regarding this topic?

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7 years ago
Jul 21, 2017, 8:07:15 PM
ShaD321 wrote:

IS there some game geveloper on this forum,  which can say something regarding this topic?

Hi there, sorry am not a DEV either but I was trying to figure this out once as well and that was just during an update that has changed it to the current system.


So what I have noticed afterwards:

  1. Manpower has been converted to troop count
  2. Proportion of defending and attacking troops seems to have been calculated and the absolute troop count value reduced accordingly
  3. Retreat is an option but is buggy now - reported it and DEV responded back that they are gong to look into that. In theory they should reaturn to the fleet or nearest planet

Now the change seemed to be due to too many troops on the ground combat map (might ahve been doe to visual glitches on the combat animation). The numbers have been capped instead and the above method used to calculate relative power of the two forces. This would mean that there are no reserves. All of your troops are reducted to the relative force number and nothing is left behind.


For example: If the combat cap is 100 infantry, you have 1000 and the enemy 4000, you will end up with 20 infantry attacking 80 denfending infantry

There are no reserves, as all the troops are fighting. The reason the amount of combatants changes in the next turn is either due to:

1. Chosen defender tactic drafting citizens

2. New fleet orbiting the planet has brought additional troops into the right


Now I might be off in this, but hope this helps you figure things out.


Altogether I wouldn't worry abouth the current system too much though, as ground combat seems to be under re-construction and what will follow I suppose is a much more transparent system. Until then try to compare the troop counts of your fleet with the troop count displayed when hovering over the target planet and you will get a good idea on the chances, jsut do not forget to take into consideration that in every turn the defenders might draft new citizens into the garison (as long as they have some left) and thus increase their troop count + keep enemy fleets away so they do not fery new troops onto the planet

Updated 7 years ago.
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7 years ago
Jul 23, 2017, 10:25:42 AM
Zolobolo wrote:
ShaD321 wrote:

IS there some game geveloper on this forum,  which can say something regarding this topic?

Hi there, sorry am not a DEV either but I was trying to figure this out once as well and that was just during an update that has changed it to the current system.


So what I have noticed afterwards:

  1. Manpower has been converted to troop count
  2. Proportion of defending and attacking troops seems to have been calculated and the absolute troop count value reduced accordingly
  3. Retreat is an option but is buggy now - reported it and DEV responded back that they are gong to look into that. In theory they should reaturn to the fleet or nearest planet

Now the change seemed to be due to too many troops on the ground combat map (might ahve been doe to visual glitches on the combat animation). The numbers have been capped instead and the above method used to calculate relative power of the two forces. This would mean that there are no reserves. All of your troops are reducted to the relative force number and nothing is left behind.


For example: If the combat cap is 100 infantry, you have 1000 and the enemy 4000, you will end up with 20 infantry attacking 80 denfending infantry

There are no reserves, as all the troops are fighting. The reason the amount of combatants changes in the next turn is either due to:

1. Chosen defender tactic drafting citizens

2. New fleet orbiting the planet has brought additional troops into the right


Now I might be off in this, but hope this helps you figure things out.


Altogether I wouldn't worry abouth the current system too much though, as ground combat seems to be under re-construction and what will follow I suppose is a much more transparent system. Until then try to compare the troop counts of your fleet with the troop count displayed when hovering over the target planet and you will get a good idea on the chances, jsut do not forget to take into consideration that in every turn the defenders might draft new citizens into the garison (as long as they have some left) and thus increase their troop count + keep enemy fleets away so they do not fery new troops onto the planet

Hello Zolobolo,

Thanks for your answer. I think that this "proportions" are not correct imho. When you look at the Army proportion, you have information how many each tropp type cost of manpower.

My understanding is that if you have i.e. 700 manpower deploy limit, then 700 manpower is devided by each army type...so if you have 50% inf 50% arm, thej 350 manpower is taken for infantry, and 350 for armor. Each infantry cost 5 manpower and each armor cost 15 manpower, so if you have 700 manpower awailable at the begining of your turn then you should have

70 INF and 22 or 23 ARM depending how system handles roundings...

If you have more deploy limit, then more people can fight....

So you fight your 700 army vs enemy 700 army, until some of your army perishes. Conscription give defender additionall 200 manpower for 1 pop, therefore when you see "defender" numbers, you see them wary from something to something. because it all depend if defender will choose "conscription" or some other defence choise.

Problem is that if you attack enemy planet when you have 2k manpower army, and defender have 2k def army, then once you start invasion, then all your forces are deployed to planet...

You see results of each combat, but you do not see how many of your force remains, to fill missing soldiers from previous battles ( you see how many enemy have total defence )

After each successfull invasion you will notice that remains of total attack force are assigned back to ships, but up until then you have no idea how many of them are there :)

The simple solution would be just to allow 700 manpower to be used from ships reserves, and therefore ships would have to be there for the entire time of invasion, or maybe there should be an option to see how many reserves are left on planet to fill your ranks.

You said that devs are changing invasion system. Do you know any ETA of this ?

Thanks for your answer.

Best regards

ShaD321

 



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7 years ago
Jul 23, 2017, 7:52:17 PM
ShaD321 wrote:

Thanks for your answer. I think that this "proportions" are not correct imho. When you look at the Army proportion, you have information how many each tropp type cost of manpower.

I think this only applies for when you change the overall composition of armies and works like a one-time conversion cost but I might be wrong



My understanding is that if you have i.e. 700 manpower deploy limit, then 700 manpower is devided by each army type...so if you have 50% inf 50% arm, thej 350 manpower is taken for infantry, and 350 for armor. Each infantry cost 5 manpower and each armor cost 15 manpower, so if you have 700 manpower awailable at the begining of your turn then you should have

There is definitiviely a cap on participating troop count but my expereince was that all available troops are compressed into this value as I have never noticed an increase of the troop count next turn except for the mentioned reasons (external fleet bringing in more or defender recruiting citizens)


I have read abouth the concept of "reserves" back then, but it was suggested that tech can change the deployment limit and when I searched the tech tree there was nothing of this sort there


If you have done the research you are brobably right though - haven't played the game for a while

The giveaway would be if your troop count increases next turn withouth you bringing in new troops via ships


You said that devs are changing invasion system. Do you know any ETA of this ?

I am searching for this information myself, that is how I have stumbled onto your thread :) (this and small crafts is what I am waiting for to be done)


No ETA that I could find yet, but there are a number of ideas proposed and saw comments from DEVs in several instances in these and elsewhere hinting towards that this is being done

See my question for example: https://www.games2gether.com/endless-space-2/forums/66-game-design/threads/26478-what-is-happening-in-ground-invasion?page=1


If you are interested, check out the ideas and support whichever you like the most or post your own if you have a good suggestion

Here is a particularly popular and thorough set of suggestions: https://www.games2gether.com/endless-space-2/ideas/839-system-invasion-rework?page=2

Updated 7 years ago.
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