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A question regarding troops and land invasions

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11 years ago
Aug 31, 2013, 12:03:22 AM
I'll make this as brief as possible...



I'm not sure if the situation I'm encountering in the game (I'm fairly new to Disharmony) is an oversight, bug, or part of the design.



For example, I'm using 5 ships to lay siege, and each of those ships carries 3 troops (that's 15 total). I click on the land invasion and the report states that I've killed 19 out of 20 population, that is, 19 dead, 1 remaining. As for my troops, I get a report stating, 4 dead, 11 remaining. Now here's my question... is the system that has just been conquered supposed to have 1 population once I take control of it (this should be the logical outcome), or 12 population (1 remaining pop + 11 remaining troops)? I'm experiencing the latter in my games, which doesn't make sense seeing as the remaining troops apparently "copy" themselves onto the colony whilst still remaining on the ships. So, is it an oversight or an intended mechanic?
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11 years ago
Aug 31, 2013, 12:10:53 AM
It is intended, as the remaining troops will stay as an occupation force and start becoming colonists themselves. That's the reasoning, at least.
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11 years ago
Aug 31, 2013, 12:16:48 AM
Nosferatiel wrote:
It is intended, as the remaining troops will stay as an occupation force and start becoming colonists themselves. That's the reasoning, at least.




I figured as much. But, shouldn't the troop modules be depleted then? I mean, that'd be my idea of "balance" with regard to this situation. This way, it seems, the troopers breed like rabbits if they're able to double their numbers in a single turn. smiley: mrgreen
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11 years ago
Aug 31, 2013, 12:22:11 AM
Insolentius wrote:
I figured as much. But, shouldn't the troop modules be depleted then? I mean, that'd be my idea of "balance" with regard to this situation. This way, it seems, the troopers breed like rabbits if they're able to double their numbers in a single turn. smiley: mrgreen




Question: You are on a spaceship. Thousands if not millions of soldiers canned in a confined space. You might very well die the next time you set foot on a planet. Nothing to do, but... smiley: wink



Well, the modules are depleted, but get resupplied by the repair module. So you basically generate pop out of nothing with repair modules, that is correct. It does not really make sense for versimilitude, but it makes a bit of sense for gameplay. If you had to refill your invasion modules all the time... Some people would like it, some people wouldn't even find out that they'd need to do that, other people would dislike it.
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11 years ago
Aug 31, 2013, 2:03:34 PM
Yea, its a known bug (well at least it should be known since there was a bug report about it)
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11 years ago
Sep 1, 2013, 4:06:34 PM
In the late game, having to take 15 population from a system to refill the modules would break the smiley: food >>> :Industry: conversion process. So as Nos said, from a gameplay balance perspective it makes sense. But I would like to See multiple damage gauges on my ships, one entailing HP, the other Troops, and the other one would be Aircraft, if applicable. That way I could tell in what way my ships are 'Damaged'
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11 years ago
Sep 2, 2013, 11:07:34 AM
Stealth_Hawk wrote:
... having to take 15 population from a system to refill the modules would break the smiley: food >>> :Industry: conversion process.'




That problem can be avoided by simply having a system or two that specializes in churning out troops (i.e., one that doesn't build the conversion improvement). It's a compromise. It involves making strategic decisions. It makes sense. smiley: smile
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11 years ago
Sep 2, 2013, 1:28:44 PM
Insolentius wrote:
That problem can be avoided by simply having a system or two that specializes in churning out troops (i.e., one that doesn't build the conversion improvement). It's a compromise. It involves making strategic decisions. It makes sense. smiley: smile




Perhaps. However, only having 2 systems making smiley: stickouttongueopulation: will still take you 7-8 turns to refill your fleet (provided those systems can do 1 smiley: stickouttongueopulation: per turn)



On top of that, your fleet would have to travel back to pick them up, which may take <3 turns, but that means a total of about 11 turns to refill just one of your troop fleets.



However, your suggestion to have to refill with actual smiley: stickouttongueopulation: could work, as long as you siege the next system and impress their population to work as soldiers. smiley: biggrin But there was something in the Game Design docs about that... I should go dig that up lol
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11 years ago
Sep 2, 2013, 9:46:34 PM
I regularly use retrofit to refill my troop transports.



Turn 1, invade with troop

Turn 1, retrofit and instantly pick troops back up from freshly conquered system

Turn 2, move to next system and repeat



Nothing like forcing the enemy to fight themselves for my enjoyment. (Yea, its pretty broken)
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