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Invading with Disharmony?

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12 years ago
Jul 9, 2013, 9:19:35 PM
What is used for the time caculation MP or invasion power? The manual, wiki and the forum are telling me three different things. Do I need lots of MP with a little invasion power or lots of invasion and little MP?



For the bombs, do the fighters/bombers need to be of equal number too the bombs and do they need to be on the same ships?
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12 years ago
Jul 3, 2013, 7:46:41 PM
Daniel.Drache wrote:
When my siege Dux fleet (with 4 or 5 Siege module per ship) arrives at an enemy system with no defensive fleets, I can click the circle with the 3 arrows in the bottom left of the screen

that pops up 2 options Bombing & troop deployment which are greyed out because I don't have any bombs or troops

But my fleet or 4 of Siege Dux (With 16 or so Siege modules per fleet) invade the system using the invasion power they get from the Siege module & only the Siege Modules.





I have never had a message saying I don't have enough invasion power, If I don't have many ships (aka much Invasion power) the timer that appears beside the system name is 999 (meaning 999 turns til I conquer the system)




Thats exactly what I meant. Without enough invasion power, you might as well not bother invading.
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12 years ago
Jul 4, 2013, 3:06:53 AM
I just tried it and it seems to work now.

Last time I tried I was told I didnt have enough invasion rating to do it.

Dont know what the issue was.
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12 years ago
Jul 4, 2013, 3:32:49 AM
Bansheedragon wrote:
I just tried it and it seems to work now.

Last time I tried I was told I didnt have enough invasion rating to do it.

Dont know what the issue was.




That happened to me when my fleet had no fighters/bombers/troopers to deliver the bombs.
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12 years ago
Jul 4, 2013, 3:10:46 PM
Daniel.Drache wrote:
I made Dux (Horatio Cruiser) with 1 of each weapon & 1 of each defense, a repair module & the rest was siege weapons,

A fleet of them are able to conquer a system after 20-30 turns, adding a couple more fleets lowered the time to 10-20



Troops are for invading, Bombs are for bombing, siege weapons invade with just selecting invade without selecting bombing/troops

as alex12345 said a siege power of 10k or more is needed to get the total invasion time under 10 turns.

Although I think it's a bit of an exponential curve for lessening the time, ie 1 fleet of my Siege Duxs takes 60 turns, 2 fleets take 20 turns, 3 fleets take 16 turns, 4 fleets don't lower the time at all, 5 fleets took it to 15 turns





If I'm wrong someone correct me




A siege power of 10K and it still takes 10 rounds!? It might be nice to know the minimum from a popup when you're trying to invade. Simply saying you invasion force is not strong enough is so lazy IMO. Give me an exact number.



catwhowalksbyhimself wrote:
The siege button is strange. When you click it, it pops up the bomb and invade buttons, but also starts the process of invading a system the old way. There should be a third button here, because I too thought I was being given no choice to invade. The invade button that pops up is NOT the one you want. That's for troops dropping. Since you have no troops, you can't use it. The button you pressed to pop up that option is actually the right one. If you see the pop ups, the invasion is in progress.



Very confusing. There should be a third pop up button for this.




I second that.
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12 years ago
Jul 6, 2013, 1:56:55 AM
I'm running a race based on UE, doing well in general, but invasions are taking a long time. In an effort to reduce invasion time, I researched battleships and cluster munitions. I've attacked various systems with ships with both siege troops and bombs, but I keep seeing the bomb button grayed out, as in the attached image. It keeps saying I don't have enough invasion power to bomb, yet I have far more than the defense.



Can anyone tell me what is going on? I did notice above about not having fighters/bombers/troops to deliver the bombs. I have researched fighters but not bombers yet. However, none of my ships carry any fighters yet. So the fleet in the image has no fighters or bombers.



Can someone confirm you really do need to have fighters or bombers aboard to use these cluster munitions?

It's really frustrating that I can't seem to use my bombs.
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12 years ago
Jul 6, 2013, 3:26:14 AM
You require fighters/bombers/troopers to deliver the bombs.
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12 years ago
Jul 7, 2013, 2:49:07 AM
Now, that's just incredibly frustrating! I've spent 3 hours looking for this answer! No where at all does it say that anything is required to deliver the bombs (the module should come with a delivery system IMHO, or at least a tooltip that says you need to buy one in excess of the bombs) which made it incredibly annoying and confusing as to why my bombs wouldn't work. I stacked my fleets up with them (to get the achievements) and they were always greyed out with the message "not enough invasion power". I had 8 siege weapons per ship + the bomb module and got that message every time, and with a total of 20k invasion power over several stacked fleets, that message makes NO sence and is very confusing.



With fighters/bombers/troops being somewhat useless (I tried fighters in 2 games and they seemed to do no damage at all) I've been avoiding using them. For the space they take up, they really need some boosts to their effectiveness.



Anyway, now that I know I ALSO need to have a delivery system... back to playing.

And of course, thanks for the help to a question that's bugged me all week long.
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12 years ago
Jul 7, 2013, 4:39:03 PM
Just wanted to add to this that fighters do not work to deliver bombs. I tested this last night and confirm that bombers do work, but fighters do not. I'm not sure about infantry, I'll have to try them out tonight.



Seems that bombing the infrastructure is a really good tactic that I will be using, as destroying the defencive buildings heavily speeds up the invasion times. At one point I destroyed all 20 buildings on a planet in one turn with 1 fleet and the timer went from 18 turns to 6.
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12 years ago
Jul 7, 2013, 10:21:33 PM
Fighter do work, but they cannot be battle fighters.



They need invasion power to do it.
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12 years ago
Jul 8, 2013, 4:35:51 PM
Yes, fighters with at least a little invasion power can deliver bombs. Troops can't do it at all. I don't know if you need an absolute amount of invasion power or a relative amount to your target for bombs to work, though.
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12 years ago
Jul 3, 2013, 7:43:41 PM
When my siege Dux fleet (with 4 or 5 Siege module per ship) arrives at an enemy system with no defensive fleets, I can click the circle with the 3 arrows in the bottom left of the screen

that pops up 2 options Bombing & troop deployment which are greyed out because I don't have any bombs or troops

But my fleet or 4 of Siege Dux (With 16 or so Siege modules per fleet) invade the system using the invasion power they get from the Siege module & only the Siege Modules.





I have never had a message saying I don't have enough invasion power, If I don't have many ships (aka much Invasion power) the timer that appears beside the system name is 999 (meaning 999 turns til I conquer the system)
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12 years ago
Jul 10, 2013, 8:33:57 AM
Only invasion power counts for invading. The more you have, the fewer turns it takes. Bombs only need to be present on one ship in the fleet doing the bombing, regardless of whether that particular ship has any planes to deliver them. I don't know if this is intended or a bug. The planes need a combined invasion power that exceeds the defences of the system's anti-aircraft guns. I don't know if you have an increased effect by having additional ships with bomb modules or if it's the number of planes that makes a difference.
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12 years ago
Jul 10, 2013, 7:07:31 PM
any help regarding to how to refill the troops modules?

i brought my ship after invading back to home system but havn't found a button for that.
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12 years ago
Jul 10, 2013, 7:29:29 PM
The word on the street is is that repair modules will do it, as will retrofitting the ship.
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12 years ago
Jul 11, 2013, 1:51:44 AM
yep, troops are replenishing overtime as ship repairs. weird but that's how it works.
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12 years ago
Jul 13, 2013, 5:26:14 PM
Darmvlinder wrote:
I find the new systems to be a tad confusing.




I agree.



The documentation on the new stuff has been very vague.
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12 years ago
Aug 18, 2013, 11:36:02 PM
Ok, so I'm still a bit confused as to why bombing is grayed out. I have deployed 10 battleships with 4 heavy bomber specials each and the invasion force has over 1,000,000 invasion power, still no dice. What am I missing here?



https://dl.dropboxusercontent.com/u/30680226/Raw%20Screenshots/EndlessSpace%202013-08-18%2016-28-58-31.jpg



https://dl.dropboxusercontent.com/u/30680226/Raw%20Screenshots/EndlessSpace%202013-08-18%2016-28-34-85.jpg



EDIT: Added images as links instead of attachments for legibility.

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11 years ago
May 5, 2014, 7:44:32 AM
Glad to see I'm not the only one with problems with the new mechanics.



For a studio that is being praised for their slick UIs, I must say that I cannot remember when I last had this much problem understanding a game...



I haven't even managed to figure out how to put the invasion modules on a ship yet. (They're all greyed out and no tooltip tells me why.)
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12 years ago
Jul 2, 2013, 5:05:03 PM
I have been away for the game for some time and came back after the new expansion.

I thought I had the new invasion system figured out, but I cant seem to get it to work.





I understood I could not put troops on the ground without drop pods, but I have researched siege weapons and I though they would give me the option to at least fire at a planet.

I have ships that have only this siege module installed, multiple of them, yet it still tells me the attack value for them is 0.



What am I missing here?
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12 years ago
Jun 30, 2013, 4:08:05 AM
You can no longer invade without ships that have invasion modules or fighters or bomber. Regular ship to ship weapon have zero invasion value. What this means is that you now have to build specialized fleets for planetary invasion purposes, whether you wish to invade or send in troops.
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12 years ago
Jun 30, 2013, 4:38:29 AM
you need seage moduals from support window and a ton of them invesion factors of 10-20k needed to get 10 turn invasion.
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12 years ago
Jun 30, 2013, 4:54:04 AM
Thanks, I managed to figure out I need to use the siege weapons



Do troops respawn after use, do I need to return the ship to a friendly planet each time to restock or does the ship become single use?



Thanks
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12 years ago
Jun 30, 2013, 5:02:49 AM
I believe that you need repair modules on your ships to replenish troops. Someone else can correct me if I'm wrong.
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12 years ago
Jun 30, 2013, 7:18:46 PM
Slashman wrote:
I believe that you need repair modules on your ships to replenish troops. Someone else can correct me if I'm wrong.
Correct.

You can also retrofit to replenish you troops - provided that the ship has an outdated design. (else you cannot retrofit.)
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12 years ago
Jun 30, 2013, 11:32:48 PM
adder wrote:
Correct.

You can also retrofit to replenish you troops - provided that the ship has an outdated design. (else you cannot retrofit.)




There's a simple way around that. Create an "update" of your ship design. Even if you don't change anything, you will still be able to refit.
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12 years ago
Jul 1, 2013, 4:28:47 AM
Seems like we need another command to fill in that still raver vacant command console......plz? smiley: sarcastic
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12 years ago
Jul 2, 2013, 12:21:52 PM
Don't think you can retrofit while playing as Harmony tho. But since you can produce throwaway ships en masse due to no upkeep, it's not relevant XD
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12 years ago
Jun 29, 2013, 3:18:35 AM
I've spent some time away from Endless Space & came back for the Disharmony DLC



I started an easy Spiral game, near the beginning the AI colonized a planet locking me in

I got 12 base attack ships & 6 newly researched Dux's & invaded the their outpost expecting to conquer it within 10 turns

But the timer is 999, I've read that Disharmony expanded invasions, do I need to research bombs or troops before I can invade a planet?



In the early game how do I invade, conquer or destroy an enemy world?



Thanks for any help

Daniel
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12 years ago
Jul 2, 2013, 7:06:04 PM
I made Dux (Horatio Cruiser) with 1 of each weapon & 1 of each defense, a repair module & the rest was siege weapons,

A fleet of them are able to conquer a system after 20-30 turns, adding a couple more fleets lowered the time to 10-20



Troops are for invading, Bombs are for bombing, siege weapons invade with just selecting invade without selecting bombing/troops

as alex12345 said a siege power of 10k or more is needed to get the total invasion time under 10 turns.

Although I think it's a bit of an exponential curve for lessening the time, ie 1 fleet of my Siege Duxs takes 60 turns, 2 fleets take 20 turns, 3 fleets take 16 turns, 4 fleets don't lower the time at all, 5 fleets took it to 15 turns





If I'm wrong someone correct me
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12 years ago
Jul 2, 2013, 7:13:01 PM
I was trying with the United Empire destroyer class ship, but I never could do anything in the way of invasion.

I had one of each weapon and then only siege weapons, yet all invasion options was grayed out.

I was told I didnt I have enough invasion strength.

No matter how I outfitted my ship I never could get the invasion power above 0.



So either I am missing something crucial or there is a bug with the invasion system.
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12 years ago
Jul 2, 2013, 7:36:39 PM
Under Support Modules there is Siege, if you hover over it it has a a circle with 3 arrows (375 invasion power in the screenshot)

In the ship design details my Siege Dux has 1740 invasion power.

The bombs,Troops, Fighters, Bombers & Siege all have invasion power



Are you sure your ship has 0 invasion power? I havnt played as the UE but I assume they are pretty much the same with Invading



I have to head to work, but best of luck







The screenshot is

http://s14.postimg.org/ku2ppdh35/image.png

http://s14.postimg.org/ku2ppdh35/image.png



screenshot

[img=http://s14.postimg.org/ku2ppdh35/image.png]

screenshot



I would of uploaded it but the forum errors on me
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12 years ago
Jul 2, 2013, 9:49:52 PM
The siege button is strange. When you click it, it pops up the bomb and invade buttons, but also starts the process of invading a system the old way. There should be a third button here, because I too thought I was being given no choice to invade. The invade button that pops up is NOT the one you want. That's for troops dropping. Since you have no troops, you can't use it. The button you pressed to pop up that option is actually the right one. If you see the pop ups, the invasion is in progress.



Very confusing. There should be a third pop up button for this.
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12 years ago
Jul 3, 2013, 3:43:26 AM
From the descriptions I'm assuming If I'm invading a fully populated & built up system

Troops gets me a system with 1 pop but full infrastructure

Bombs leave me full pop but no infrastructure

Siege Weapons from experience give me a system with full pop & infrastructure





Am I wrong about Troops & Bombs?

If I'm right whats the point in using them?
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12 years ago
Jul 3, 2013, 7:25:50 AM
Bombs reduce population/infrastructure, depending on type. Handy if reinforcements are en route and you won't be able to conquer the system in time; you just bloody the nose of the opposing player.



Troops give you a scaling chance at instantly taking over any system not defended by orbiting warships. Bring enough of them and defenses become pointless; the only defense is to have fleets and space superiority. Troops require population, however, and their replenishment seems bugged or unimplemented. Troops provide sufficient invasion power (with stacked Siege Modules) that I just shrug my shoulders and accept the 5 turn minimum, unless I'm invading a critical system.



When using the Instant Takeover option, they will cause cause collateral damage to population and infrastructure, although by mid-lategame this is not a big deal as you probably have enough dust to rapidly rush-build replacement improvements.



Note; there seems to be a 5 turn minimum invasion time no matter how much invasion power you have brought. I have tested this with combined invasion fleets of over 1 million invasion power, and it does not seem to decrease timer below 5 turns. Of course, if you have that many troops, permanently reducing the effectiveness of a few troopships to save a few turns seems not to be a bad trade-off.



The real prize in the DLC and patches, is the improved fleet targeting rules. Now my battlefleets will always be the first target, allowing me to equip my siege vessels with pure troops/siege or minimal defenses, so they can survive on a frontline world even if I haven't blockaded everything down the chain.
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12 years ago
Jul 3, 2013, 8:40:53 AM
NewAgeOfPower wrote:
The real prize in the DLC and patches, is the improved fleet targeting rules. Now my battlefleets will always be the first target, allowing me to equip my siege vessels with pure troops/siege or minimal defenses, so they can survive on a frontline world even if I haven't blockaded everything down the chain.




I havnt heard about this, Does this mean the highest MP fleet fights first?
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12 years ago
Jul 3, 2013, 9:44:22 AM
Daniel.Drache wrote:
Under Support Modules there is Siege, if you hover over it it has a a circle with 3 arrows (375 invasion power in the screenshot)

In the ship design details my Siege Dux has 1740 invasion power.

The bombs,Troops, Fighters, Bombers & Siege all have invasion power



Are you sure your ship has 0 invasion power? I havnt played as the UE but I assume they are pretty much the same with Invading



I have to head to work, but best of luck







The screenshot is

http://s14.postimg.org/ku2ppdh35/image.png

http://s14.postimg.org/ku2ppdh35/image.png



screenshot

[img=http://s14.postimg.org/ku2ppdh35/image.png]

screenshot



I would of uploaded it but the forum errors on me




When at the ship design screen I see exactly what your image shows here with one difference.

I have only the siege weapons, no other modules, do I need the invasion module as well just to be able to bombard the planet?

When I try to bombard a system I am told that I do no have enough invasion power to invade.

I dont understand the need for invasion power when I'm just trying to bombard.



If the siege weapons has no effect without any of the other modules, then what is the point of having the siege module available at all then?

The tooltip of the siege module specifically says its intended for planetary bombardment.
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12 years ago
Jul 3, 2013, 6:47:37 PM
Daniel.Drache wrote:
I havnt heard about this, Does this mean the highest MP fleet fights first?




Exactly.



Bansheedragon wrote:
When at the ship design screen I see exactly what your image shows here with one difference.

I have only the siege weapons, no other modules, do I need the invasion module as well just to be able to bombard the planet?

When I try to bombard a system I am told that I do no have enough invasion power to invade.

I dont understand the need for invasion power when I'm just trying to bombard.




You need bombs. I believe they are a different tech than invade/troops.



Bansheedragon wrote:
If the siege weapons has no effect without any of the other modules, then what is the point of having the siege module available at all then?

The tooltip of the siege module specifically says its intended for planetary bombardment.




Siege weapons module is just one of many gives Invasion Rating and one of the best for general-purpose Invasion. You can invade planet without troops or bombs or fighters/bombers. You can invade as long as you have enough Invasion Rating.



Also, the text is just flavor text. Ignore non-stat/game descriptor text if you are easily confused.
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