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Mineral Packet Attacks Tue, 19 December 2006 14:17 Go to next message
sjangers is currently offline sjangers

 
Crewman 3rd Class

Messages: 6
Registered: January 2005
I’m looking for a little assistance in trying to figure out something somewhat unusual that’s happening in a game I’m now playing (not here on AH, Ron. Sorry.).

I’m playing a WM race in a team game. One of our opponents is an IT who has been a very successful expansionist. As part of our effort to keep his growth in check, my teammates and I have used mineral packets to attack his colonies and those of his team members. The problem is that his colonies have been very difficult to destroy.

In calculating packet size and speed, I assume that enemy colonies are 25% larger than current scanner readings. I also assume an annual growth rate of 20% in determining the size of the population to be eliminated when packets will be in flight more than one year. When defenses and mass drivers are present we work their effect into the calculation. To make the final determination of packet size and speed I am using the Stars! Calculator 3.04 utility. This is a program I have used on many prior occasions and have found the results to be generally quite satisfactory.

Outcomes against this particularly IT have been largely unsatisfactory. We have packeted his colonies on nine occasions and have only completely eliminated populations twice. Once was with a Warp 13 packet at a distance of less than 84 l.y. The other attempts have usually left a small enemy population still in control of the colony. The few occasions we have packeted his teammates (JOATs) have been uniformly successful.

In trying to figure out this problem I have considered the possibility that well-cloaked space stations with mass drivers could account for a modest reduction in damage, but I don’t believe this is possible in all cases (i.e., we have had a pretty good look at some of these stations either before or after an attempt). I have also considered the possibility that well-cloaked transports with colonizer modules might allow him to re-colonize a packeted planet as a Waypoint 1 task on the turn a packet arrives, but this also seems reasonably unlikely in all cases.

Is there anything about an IT race that would make it more resistant to mineral packet attacks? If not, does anyone have any ideas about how this player might be keeping his colonies alive?

Replies to me at this location or to my e-mail address, sjangers@sover.net , will be greatly appreciated.

Thanks.

Steve

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Re: Mineral Packet Attacks Tue, 19 December 2006 16:46 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
IT's are actually a bit more vulnerable to packets then normal races, their drivers are only half as effective at catching packets.

But you can build before packets arrive.
If the target is less then speed * speed / 2, then it arrives the same turn, but after the target gets to build.
If the target is between .5 and 1.5 the one year distance, then it arrives before the target can build anything the following turn.

If they built defenses or drivers with that turn, then your calculations are probably off.

Also, if they had freighters in orbit when you launch, they could have dropped the pop waypoint 0 (or IS overflow) and built with that pop too.

If the target is in that .5 to 1.5 range, it is possible to station freighters at the place where the packet will be and drain it.

Also, for dealing with "Pan-Galactic-Wack-a-Mole" (phrase coined by overworked in a game where he played an IT that was getting packeted) the target can terraform/build factories some years, and then it'll be able to spend enough in one year to build driver and defenses.

The other thing to remember about packeting an IT. If you fail to kill the world in one year, it's basicly over, because they can gate everything in.



- LEit

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Re: Mineral Packet Attacks Wed, 20 December 2006 02:20 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
sjangers wrote on Tue, 19 December 2006 20:17

...The other attempts have usually left a small enemy population still in control of the colony.

By your description I'd say he has recolonized the packeted planet. A nasty tactics that makes opponents wondering what went wrong... To check if he did that, you had to look at a planet's defense level after packeting. If it is 0%, and there is not an orbital, then that's what happened.

That's quite common tactics I used recently against a PP race. On mid-game-gained planets in his range I haven't built any defenses and just the cheapest Dock to refuel. When I've seen packets flying after those planets, I just lifted all pop and sent a colonizer there. In between I kept building there factories and mines, because those are not destroyed when planet loses population. After some time I had enough resources to build so many defenses in a single turn, that packeting became so much more expensive he almost never used it. My race being 3-immune HE, and so not feeling any effects of packetforming, and another race on my side being a WM also helped a lot. Wink

BR, Iztok


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Re: Mineral Packet Attacks Wed, 20 December 2006 09:15 Go to previous messageGo to next message
sjangers is currently offline sjangers

 
Crewman 3rd Class

Messages: 6
Registered: January 2005
Hi Iztok,

Thanks for your response. Generally, before and after packeting, this guy's planets don't show any defenses. Orbitals, however, do remain in cases where there was an orbital.

I've played a lot of Stars! over the years and done a lot of packeting, usually with success. However, I hadn't played for about a year and was wondering if I might have forgotten something about the IT PRT; of if someone was aware of a problem with the Stars! Calculator 3.04 utility; or if there was a known cheat out there that might be producing this effect. I think I've pretty much ruled out most other explanations, although operator stupidity is still a possibility.

Thanks again for your help.

Steve

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Re: Mineral Packet Attacks Wed, 20 December 2006 09:29 Go to previous messageGo to next message
sjangers is currently offline sjangers

 
Crewman 3rd Class

Messages: 6
Registered: January 2005
Hi LEiT,

Thanks for your response.

As you note, production does occur before packets launched in that turn arrive and cause damage. Interestingly, one of my two successes against this guy came on a launch-and-land packet. It's the ones that spend a year in flight that aren't generally getting the job done.

There's no evidence that any defenses or drivers are built in the year of launch. Packets, the turn they are in space, are the appropriate 75% of launch size, and I don't think this guy has any cloaked freighters that just happen to be in the right place at the right time (although he does have one design slot we haven't seen yet). The packets just arrive a turn later and a small population is left at the target colony. I can't figure it out.

Steve

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Re: Mineral Packet Attacks Wed, 20 December 2006 11:22 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
Registered: March 2003
Location: Seattle, WA USA
Perhaps he has better Energy tech, and thus better defenses, than you are factoring?

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Re: Mineral Packet Attacks Wed, 20 December 2006 13:20 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
sjangers wrote on Wed, 20 December 2006 09:29

Packets, the turn they are in space, are the appropriate 75% of launch size, and I don't think this guy has any cloaked freighters that just happen to be in the right place at the right time

You won't see the packet shrink until the following year (at which point it'll be gone anyway, as it hits that year). It is possible to calculate where a packet will be if you can have the launch site, the target, and the speed, or correct guesses.

Hmm, one other thing, the orbital could have two drivers on it, and that counts as +1 speed for catching packets. A bit silly for an IT, and very expensive, but possible.



- LEit

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Re: Mineral Packet Attacks Wed, 20 December 2006 16:48 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
I think starscalc is accurate.... I suspect that the part of the function that estimates the amount of minerals that arrive at the destiation is innaccurate (it seems to calculate the shrinkage based on the exact distance to destination, but I think the game may actually just consider number of turns to destination for strikes.) I'll need to test this to confirm - this is a hunch, nothing more, but that seems to be consistent with what I've seen in games.

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Re: Mineral Packet Attacks Thu, 21 December 2006 02:15 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
sjangers wrote on Wed, 20 December 2006 15:15

Generally, before and after packeting, this guy's planets don't show any defenses. Orbitals, however, do remain in cases where there was an orbital.

Hummm... three things come to my mind when reading your responses:
- a silly question (probably needless) first: what type of scan you had on his planet before and after packeting: a pen-scan, chaff "ping" (your ship in orbit) or just "normal" scan? If only normal scan, it is possible you killed the planet, but the info you got was not accurate.
- did you accompany your packet with at least one ship (did you have a ship at the location of the packet at the launch turn)? If you didn't, it's entirely possible he had a cloaked fleet there and had some minerals loaded into his ships.
- the Stars!Calc you're using is 3.04. I have 3.06. Could it be your version calculates damage wrong? I know even my version does that - several times when packeting with exact number of proposed minerals it didn't kill the planet. Now I just add 10% of minerals and it works OK (so far Wink ).

BR, Iztok

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Re: Mineral Packet Attacks Thu, 21 December 2006 03:36 Go to previous messageGo to next message
Marduk is currently offline Marduk

 
Ensign

Messages: 345
Registered: January 2003
Location: Dayton, OH
iztok wrote on Thu, 21 December 2006 02:15

- the Stars!Calc you're using is 3.04. I have 3.06. Could it be your version calculates damage wrong? I know even my version does that - several times when packeting with exact number of proposed minerals it didn't kill the planet. Now I just add 10% of minerals and it works OK (so far Wink ).

Population growth and/or added defenses while a packet was in transit, perhaps?

I have had frequent odd results with packets as an IT. Launching a 30,000kt packet at warp 12 against a WM world just under 70ly away (a same-year impact) with full (but low-tech) defenses and a MD7 had no effect. The system was under pen-scan before and after, and the same year I sent the packet I sent a fleet to attack it. I won, but took some loses because the orbital was still there (didn't have enough chaff to handle it as well as the fleet). My fleet then bombed out half the original pre-packet population, leaving... about half the original pre-packet population. What packet? Should have sent it UPS or FedEx, obviously, then I could have tracked its location. Or maybe they simply refused to sign for it.

As an IT taking incoming fire, I'm sure the MDs aren't half as effective. It's more like a quarter. Instead of a MD10 counting for 50 (half of [10 squared]), it seemed to count for 25 ([half of ten] squared). Populations that should have been annoyed (incoming W7 packet, MD10 to catch with good defenses) were instead devastated. Populations that should have been devastated (incoming W7 packet, MD7 to catch with fair defenses) were instead obliterated. Obviously my people loved to sign for mystery packages. In triplicate.

Of course the IT coffin packet has a silver lining. This sort of thing forced me to learn a lot about intercepting packets and keeping them from doing harm through population-lifting/re-colonization tricks.

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Re: Mineral Packet Attacks Thu, 21 December 2006 22:43 Go to previous messageGo to next message
sjangers is currently offline sjangers

 
Crewman 3rd Class

Messages: 6
Registered: January 2005
Hi Iztok,

- a silly question (probably needless) first: what type of scan you had on his planet before and after packeting: a pen-scan, chaff "ping" (your ship in orbit) or just "normal" scan? If only normal scan, it is possible you killed the planet, but the info you got was not accurate.

Not a silly question at all. You have no idea of my skill level, or my stupidity level on any given day. We are using penscanning to assess planetary populations, defenses and orbitals. Sometimes scans are in the outer half of penscanning capability, so cloaked ships in orbit could be an unknown, but we have also had similarly perplexing results when scan results offer a reliably clear picture of the situation.

- did you accompany your packet with at least one ship (did you have a ship at the location of the packet at the launch turn)? If you didn't, it's entirely possible he had a cloaked fleet there and had some minerals loaded into his ships.

I haven’t done this and I should. From evidence gathered to date I’ve tended to assume he wouldn’t have this capability, but I could be wrong. He might be just clever enough to bleed off a fraction of the packet rather than giving the game away by capturing the entire mass.

- the Stars!Calc you're using is 3.04. I have 3.06. Could it be your version calculates damage wrong? I know even my version does that - several times when packeting with exact number of proposed minerals it didn't kill the planet. Now I just add 10% of minerals and it works OK.

I do generally make liberal allowances for enemy population and capabilities- usually adding that little bit extra, just to be sure- in making my calculations. But that hasn’t always been the case. This is another potential source of at least some of the unexpected results.

You and the other members of the Forum have offered a number of very useful suggestions and reminders. I think what I need to do now is go back and rigorously test for some of these possible explanations, leaving nothing to assumptions or other opportunities for error. Lots of powerful scans to make sure we are seeing everything that could possibly be happening to impact each packet attack. That’s the only way I can be sure that the problem isn’t some form of dreaded operator error.

Thank you, Iztok, and all members of the AH Forum who have taken the time to offer some very helpful advice. If I do figure out what’s going on, and I don’t look like too much of an idiot in sharing the information, I’ll post back to the Forum and let you know what I’ve learned.

Steve

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Re: Mineral Packet Attacks Sat, 23 December 2006 05:42 Go to previous messageGo to next message
craebild is currently offline craebild

 
Lieutenant

Messages: 568
Registered: December 2003
Location: Copenhagen, Denmark
As a small addendum, I notice that you are using Stars! Calculator 3.04. You can download Stars! Calculator 3.06 from my homepage, the download page is http://home20.inet.tele.dk/craebild/downloads.html. I don't remember which bugs were squashed between 3.04 and 3.06, but IIRC there is at least one case where 3.06 gives correct Smile results while 3.04 gives wrong Sad results.

You are of course welcome to look at the rest of the homepage, or grab any of the other downloads if they are of interest.



Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild

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Re: Mineral Packet Attacks Sat, 23 December 2006 11:38 Go to previous messageGo to next message
sjangers is currently offline sjangers

 
Crewman 3rd Class

Messages: 6
Registered: January 2005
Thanks, Christian. I appreciate the information. Heading to your homepage to DL version 3.06 now.

Steve

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Re: Mineral Packet Attacks Mon, 25 December 2006 11:27 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
WRT firing packets: NEVER repeteadly fire packet from the same launcher at the same planet with the same speed. It involves some work to find the location of the packet at the launch-turn, but therafter the location is known. Fighting that PP I had a ship that has targeted ALL known packet locations and launching planets, so when I'd suspect he'll launch another attack I could just send freighets to those locations.

For finding location of packets at the turn of the launch, I use PLC from James McGuigan at http://www.starsfaq.com/download.htm#utils . Quite usefull tool indeed.

BR, Iztok

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Re: Mineral Packet Attacks Tue, 26 December 2006 17:25 Go to previous message
sjangers is currently offline sjangers

 
Crewman 3rd Class

Messages: 6
Registered: January 2005
Thanks, Iztok. Good advice. I try never to make these attacks more than a one-time occurrence, but that has been my problem with this guy.

In the categories of "I don't know why I hadn't thought of this before" and "I wonder if I've recently suffered brain damage", using the scanner pane and clicking on a packet in space will give exact location and tell an opponent where a packet at similar speed and trajectory will be x turns after launch. I should start making notes of these things.

Steve

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