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Dodging Invasion Sun, 13 April 2014 04:01 Go to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
Order of Events
2 Waypoint 0 load tasks (if done by hand)
5 In-space packets move. Packets that will hit planets decay pro-rated by distance traveled.
5-3 Planets hit that end up with 0 colonists become uninhabited
14 Population grows/dies
15 Packets that just launched and reach their destination cause damage (Impacts are in planet ID order)
19 Bombing
19-3 Planets with 0 pop lose defenses, planetary scanner, invasion tech gain possibility, the production queue, and the insta-terraforming of CA's.
22 Waypoint 1 unload tasks
23 Waypoint 1 Colonization/Ground Combat resolution (w/possible tech gain)
24 Planets with 0 pop become uninhabited



If I send a fleet to a planet which will be visible for one year en route...
And my target sees and uses WP0 orders to load their colonists
And I use WP1 orders to "invade"

Do I get the planet - do I get the chance at tech?

I am reading it that the planet only becomes uninhabited if it is packetted/bombed, not just because it is empty (at least until 24)

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Re: Dodging Invasion Sun, 13 April 2014 07:13 Go to previous messageGo to next message
nmid

 
Commander

Messages: 1608
Registered: January 2011
Location: GMT +5.5

you'll get the planet & a chance at the tech.


I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.

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Re: Dodging Invasion Sun, 13 April 2014 11:30 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
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Laughing Very Happy

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Re: Dodging Invasion Sun, 13 April 2014 12:32 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
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I'm almost certain that the planet becomes uninhabited after the waypoint 0 tasks.


What we need's a few good taters.

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Re: Dodging Invasion Sun, 13 April 2014 14:14 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
I thought that in this situation you would get the planet, but there would be no chance for tech gain.

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Re: Dodging Invasion Sun, 13 April 2014 14:55 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
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Helped track down one or more Stars bugs

Messages: 517
Registered: February 2011
Location: Delaware

OoE 1. A planet has 500 pop
OoE 2. The 500 pop are uploaded to a freighter.
OoE 19-3. The planet is reset to 'Empty' but used in the past (or something like that)
OoE 22. You arrive with 1000 pop and try and use a 'Quick Drop' order to take the planet and it fails with the following message

Quote:
Large Freighter #3 has tried to beam colonists down to Vox, but the planet is uninhabited. You must outfit a ship with a colony module and give it orders to colonize.


So you get nothing, two freighters are in orbit with pop.

I tested it sometime in the past.

Ed


[Updated on: Sun, 13 April 2014 15:00]

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Re: Dodging Invasion Sun, 13 April 2014 15:28 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
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So 19-3 isn't actually a subset of 19?

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Re: Dodging Invasion Sun, 13 April 2014 19:13 Go to previous messageGo to next message
nmid

 
Commander

Messages: 1608
Registered: January 2011
Location: GMT +5.5

I'm surprised, because I've tested this in the past as well.
If everything happens in the same year (evac wp0, invasion wp1), then you get the planet + a tech gain chance.

There are only 2 points in the OoE where a planet is marked uninhabited.
One in the middle of the OoE, when a packet obliterates a planet.
Two, at the end of the turn after WP1 orders are completed.

I'll point out a tactic that I always use.. (that everyone I've played with might have noticed).
When I'm bombing a planet (not packeting), I always wp1 drop 2kt (200) pop.
If I have enough bombers to wipe out the planet (or if I have allied bombers doing tandem bombing), then I always end up getting the planet the same turn.
I also get to know how many minerals are on ground.


[Updated on: Sun, 13 April 2014 19:20]




I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.

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Re: Dodging Invasion Sun, 13 April 2014 20:16 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
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Helped track down one or more Stars bugs

Messages: 517
Registered: February 2011
Location: Delaware
Nmid

Are you dropping on the planet or colonizing it? or Both?

I'm talking, as per the starting question, pop dropping.

I just ran a test again and it came out like I said above

Edit: rereading your post, If the other player uploads all the pop at wp0 then you can't bomb them as there's nothing to drop the bombs on.

I think it works like

If you pull all the pop at Waypoint 0, OoE3, then
Packets don't do much.
Inner Strength fleets in orbit don't overflow onto the planet.
Production doesn't happen.
Population doesn't grow.
I don't know about remote mining? may test it sometime but I will have to be realllllly bored.

A lot of this is just a "IF Planet Pop is < 1 then don't do anything"








Ed


[Updated on: Sun, 13 April 2014 20:32]

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Re: Dodging Invasion Sun, 13 April 2014 20:17 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
nmid wrote on Mon, 14 April 2014 09:13
One in the middle of the OoE, when a packet obliterates a planet.

There are two different points in the OoE when a packet can hit a planet.

Quote:
If I have enough bombers to wipe out the planet (or if I have allied bombers doing tandem bombing), then I always end up getting the planet the same turn.
I also get to know how many minerals are on ground.


Of course, bombing happens well after WP0 load.


Just tested this myself. If the owner manually loads the entire population, and the attacker has a WP1 drop, the drop will fail as the planet is uninhabited.

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Re: Dodging Invasion Sun, 13 April 2014 22:28 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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Messages: 665
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magic9mushroom wrote on Sun, 13 April 2014 19:17

Just tested this myself. If the owner manually loads the entire population, and the attacker has a WP1 drop, the drop will fail as the planet is uninhabited.

So there's a difference between manual load and wp0 task load?



What we need's a few good taters.

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Re: Dodging Invasion Sun, 13 April 2014 23:38 Go to previous messageGo to next message
nmid

 
Commander

Messages: 1608
Registered: January 2011
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Eddie, you are correct.
I re-tested it and I found that wp0 evacs leave the planet uninhabited.
I don't know why I remembered my earlier tests differently.

OoE's 3.3* Other Waypoint 0 tasks
should probably indicate that the effects of the WP0 takes place in the game at this stage...

Thanks for the correction. I'll now be able to evac planets without fear of losing tech Smile

-------------------

MagicMushroom, I know a packet hits the planet in 2 different points on the OoE depending on how many years it has been in space.

Are you saying that instant-hit (0 years in space) packets (point 15 in OoE)
cause a planet to be marked uninhabited before 19 Bombing, or 22 Waypoint 1 unload tasks?

In other words there is an unstated "uninhabited checkpoint" in point 15 of the OoE?

-----------------

Skoormit, the only difference I know of wp0 manual load and wp0 autoload is that wp0 manual load happens before wp0 autoload.
I don't think it would make a difference in this case, but I'll let Eddie reconfirm.



I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.

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Re: Dodging Invasion Mon, 14 April 2014 04:13 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
nmid wrote on Mon, 14 April 2014 00:13

I'll point out a tactic that I always use.. (that everyone I've played with might have noticed).
When I'm bombing a planet (not packeting), I always wp1 drop 2kt (200) pop.
If I have enough bombers to wipe out the planet (or if I have allied bombers doing tandem bombing), then I always end up getting the planet the same turn.
I also get to know how many minerals are on ground.

19-3 explicitly doesn't say "becomes uninhabited" so that makes sense (although no tech gain for you)

Combined arms with a Packet attack might have a different result if you overcalculate the packet...

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Re: Dodging Invasion Mon, 14 April 2014 07:38 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
nmid wrote on Mon, 14 April 2014 13:38
MagicMushroom, I know a packet hits the planet in 2 different points on the OoE depending on how many years it has been in space.

Are you saying that instant-hit (0 years in space) packets (point 15 in OoE)
cause a planet to be marked uninhabited before 19 Bombing, or 22 Waypoint 1 unload tasks?

In other words there is an unstated "uninhabited checkpoint" in point 15 of the OoE?


I don't know. I was just noting it since it does have some real effects (production from the doomed world being the big one).

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Re: Dodging Invasion Mon, 14 April 2014 11:30 Go to previous message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
Registered: August 2005
Location: Berlin
XAPBob wrote on Sun, 13 April 2014 10:01
Order of Events
2 Waypoint 0 load tasks (if done by hand)
5 In-space packets move. Packets that will hit planets decay pro-rated by distance traveled.
5-3 Planets hit that end up with 0 colonists become uninhabited
14 Population grows/dies
15 Packets that just launched and reach their destination cause damage (Impacts are in planet ID order)
19 Bombing
19-3 Planets with 0 pop lose defenses, planetary scanner, invasion tech gain possibility, the production queue, and the insta-terraforming of CA's.
22 Waypoint 1 unload tasks
23 Waypoint 1 Colonization/Ground Combat resolution (w/possible tech gain)
24 Planets with 0 pop become uninhabited

If I send a fleet to a planet which will be visible for one year en route...
And my target sees and uses WP0 orders to load their colonists
And I use WP1 orders to "invade"

Do I get the planet - do I get the chance at tech?


After several wrong answeres, the community got it right after a while, the answere is no and no.

Quote:
I am reading it that the planet only becomes uninhabited if it is packetted/bombed, not just because it is empty (at least until 24)


Well, actually it's handled differently: zero pop is NOT the same as uncolonized. During most of the order of events a planet is still considered colonized although having zero pop (during this time you can still conquere but not colonize the planet). I guess there are 2 positions in the order of events where zero pop planets will be declared uncolonized: 14 and 24.
2 Waypoint 0 load tasks
14 Population grows/dies
19 Bombing
22 Waypoint 1 unload tasks
24 Planets with 0 pop become uninhabited

Conclusions:
# WP-0 evacuation of your planet is possible without giving the enemy the chance of a tech gain due to a WP-1 pop drop.
# What nmid describes about bombing and killing all pop but nevertheless conquering the empty planet with a WP-1 pop drop is possbile because there is no check inbetween bombing and WP-1 orders.
# If there is no groundfight (because all pop was killed by the bombs), so far I have never gotten a tech gain.
# So you better should not bomb everybody but let some survive who can tell you some of their tech secrets.
# Players exhchanging tech via pop-drop should keep in mind to have enough pop on the planet to ensure that there are around 100 survivors left AFTER the check at position 14 (most likely as less as 51 survivers will do)

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