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Invasion seems to take an age on most developed systems.

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13 years ago
May 24, 2012, 4:03:53 PM
To restate, there are two different problems: (a) an enemy scout prevents your siege from progressing, and (b) even if there are no scouts, the progress of the siege can take many turns. For (b), the defense upgrades make it even slower.
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13 years ago
May 24, 2012, 3:26:18 PM
So the defence upgrades for planets do not have any effect ?



Maybe the AI planet you are attacking thats taking a long time is very well defended with upgrades, I don't know.
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13 years ago
May 24, 2012, 3:20:15 PM
Photon_Ventdesdunes wrote:
Even there are 10 scouts around the planet avoiding the invasion, you can seperate your fleet into 10 fleets to kill each scouts and merge your ships after.

If you think the enemy can take this opportunity to attack, do this with three fleets :


This works, but it is tedious.
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13 years ago
May 24, 2012, 12:16:05 PM
Even there are 10 scouts around the planet avoiding the invasion, you can seperate your fleet into 10 fleets to kill each scouts and merge your ships after.

If you think the enemy can take this opportunity to attack, do this with three fleets :



-one to invade

-one to protect

-one you can divide to kill small individual ships.
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13 years ago
May 24, 2012, 12:10:24 PM
Surely it only stalls the invasion for as long as it is alive. I have noticed the Ai pump little ships (pointlessly I thought) into a system of theirs that I am invading - I did wonder why.



I kill the scout and at end of turn the invasion progress bar increases.



It does seem a little silly to be able to stop an invasion by multiple fleets (or even one) by a single scout craft though - I hope they will resolve this.
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13 years ago
May 23, 2012, 10:24:58 PM
davea wrote:
That is a theoretical statement, since there is no multiplayer. But I believe he means that you can spam scouts into a system to defend it. As long as one friendly scout survives, the invasion will not proceed. Since the big combat fleet can only kill one scout, this would probably work.




Lol I remember invasions. I Usually have around 10 fleets with 11 ships each per system. It still takes longer than what I would preferred.



So.. you are saying... If I have ships, individual fleets... It would stall invasions?! No mater how much stronger the enemy is?!~ Amazing!
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13 years ago
May 23, 2012, 10:21:40 PM
Humm, maby if you need at least half the combat strength of the invading fleet to block it, that would solve the problem?
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13 years ago
May 23, 2012, 10:19:57 PM
Worth noting is that an enemy fleet in-system with yours will halt the progress of the takeover.
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13 years ago
May 23, 2012, 9:59:01 PM
and you can invade after a battle, as the slider moves between the turns.
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13 years ago
May 23, 2012, 9:58:09 PM
That is a theoretical statement, since there is no multiplayer. But I believe he means that you can spam scouts into a system to defend it. As long as one friendly scout survives, the invasion will not proceed. Since the big combat fleet can only kill one scout, this would probably work.
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13 years ago
May 23, 2012, 9:53:53 PM
Ketobor wrote:
Remember - you cannot invade and fight space combat at the same time, making systems basically impossible to take against an actual human player right now.




I didn't understand... With two fleet orbiting the system, one to protect and destroy other fleet, and the other one to take the system with invasion modules, I don't see the problem...
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13 years ago
May 23, 2012, 9:39:18 PM
Honestly, I just spam normal fleets at the problem.



Realistically by the time you are engaging real resistance 100 or so ships just piled on the system will make short work of any foe.



Best I can tell it is actually related to the offensive ability of the ships orbiting it, so my destroyers work fairly well. Remember - you cannot invade and fight space combat at the same time, making systems basically impossible to take against an actual human player right now.
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13 years ago
May 23, 2012, 9:14:58 PM
All was said :



-You need to be alone.

-Take a hero with melee.

-Make a special fleet with only invasion modules and protected by the real battle fleet.
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13 years ago
May 23, 2012, 6:57:56 PM
Better equipped ships has made a huge difference to my invasion times - I now have a 4 fleets with one dread in kitted just for invasion. works a treat.
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13 years ago
May 11, 2012, 7:22:46 AM
If you have multiple fleets at a system that the invasion icon lights up for all - cant see it making any difference whether there are 1 fleet or 3 or the weapon types used.



Can anyone suggest which is the best skills to research to speed up invasion (or is it more to do with the type of ships/weapons in the invasion fleet.



I did find out about refitting my ships after being attacked in multiple waves by the AI whilst trying to take down a well established system (I finally understood about changing ship specs when the AI - who was being owned the first couple of attacks - changed to different weapon and defense types forcing me to change too).
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13 years ago
May 11, 2012, 1:57:48 PM
Ive been using destroyer fleets with one bombardment mod each, takes time but allows you to keep up production for your warfleets.
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13 years ago
May 11, 2012, 1:54:43 PM
Tack on one ship with 8 invasion modules and you can clear pretty much any system in 5 years.
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13 years ago
May 11, 2012, 12:54:58 PM
White_Mage wrote:
Have you tried putting on the support modules that increase "troop capacity" on ships? They seem to make the most difference



I'd really like to see a planetary/system invasion system, even if it was still something rather abstracted and simple like in GalCiv2. It would at least give you a tangible sense of progress and let you make choices that affected the outcome of invasions.




Ow go please no! that system was horrible, esspically if you set up your empire to have the best soldiering ablity, you were invulnerable!
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