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Invading with Disharmony?

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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You can also retrofit to replenish you troops - provided that the ship has an outdated design.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You can also retrofit to replenish you troops - provided that the ship has an outdated design.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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