Bombing details... |
Thu, 19 June 2014 07:05 |
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XAPBob | | Lt. Commander | Messages: 957
Registered: August 2012 | |
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From: http://wiki.starsautohost.org/wiki/Guts_of_bombing
Quote:Normal bombs add linearly; that is, adding another bomb always increases the amount of stuff killed/destroyed the same amount. (That is, until the enough bombs are there such that the planet is wiped clean, after which point additional bombs add nothing).
In the event that the number of (standard) bombs required to kill all the people is lower than the number of bombs required to flatten all factories, but the number of bombers would allow all infrastructure to be eliminated.
Do the bombs stop after wiping all population - or after everything is dead/flat?
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Re: Bombing details... |
Fri, 20 June 2014 06:13 |
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XAPBob wrote on Thu, 19 June 2014 13:05Do the bombs stop after wiping all population - or after everything is dead/flat?
I am reasonable sure that it works the following way (but it should be easy enough to also test it):
For each players' bomber fleet (from lower to higher ID):
1) Test wether planet has population.
2) Effect of all bombs is calculated and applied to the buildings, defenses and pop of the planet.
So if the planet had 800k pop, no defenses and 2400 buildings and you attack with 40 mini-cherrybombers (=80 cherry bombs):
80 x 2.5% = 200% of the pop is killed = wiped clean
80 x 10 = 800 buildings are razed (1600 remain)
So you should find 1600 buildings when recolonizing the planet.
I don't think that the bombs stop as soon as the last colonist is killed, so it definetly pays off to make as accurate bombings as possible to keep buildings.
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Re: Bombing details... |
Fri, 20 June 2014 07:15 |
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XAPBob | | Lt. Commander | Messages: 957
Registered: August 2012 | |
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So in that case multiple bombing fleets are potentially useful - cos the second fleet won't take out installations in the event that the first fleet took out all the colonists.
Or are all fleets considered as one.
[Updated on: Fri, 20 June 2014 07:15] Report message to a moderator
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Re: Bombing details... |
Fri, 20 June 2014 12:14 |
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skoormit | | Lieutenant | Messages: 665
Registered: July 2008 Location: Alabama | |
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XAPBob wrote on Fri, 20 June 2014 06:15So in that case multiple bombing fleets are potentially useful - cos the second fleet won't take out installations in the event that the first fleet took out all the colonists.
Or are all fleets considered as one.
All fleets per player per bomb type (standard/lbu first, then smart). See Order of Events item 19.
[Updated on: Fri, 20 June 2014 12:14]
What we need's a few good taters.Report message to a moderator
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Re: Bombing details... |
Sat, 21 June 2014 09:06 |
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XAPBob wrote on Fri, 20 June 2014 13:15So in that case multiple bombing fleets are potentially useful - cos the second fleet won't take out installations in the event that the first fleet took out all the colonists.
Or are all fleets considered as one.
That's why I wrote:
For each players' bomber fleet (from lower to higher ID):
Multiple bomber fleets by the SAME player are treated like one fleet. The effect of multiple bomber fleets by different players are calculated one after another... and are highly effective especially against planets with high defenses eg. first player bombs with lbus, second with cherries.
Quote:Order of Events
20. Bombing
A. Player 1 bombing calculated
1. Retro Bomb, delayed effect.
2. Normal/LBU Bomb Damage Calculated
3. Smart Bomb Damage Calculated
4. Defences Recalculated (Retro Bombing takes effect).
B. Player 2 bombing calculated and so on in order with players 3, 4...
C. Planets with 0 pop lose defenses, planetary scanner, invasion tech gain
possibility, the production queue, and the insta-terraforming of CA's.
Mmmh, so the order of events says that the test wether the planet is populated happens only AFTER all bombing. So I guess it needs testing when player 1 already wipes out the pop wether a bombing of player 2 would still decimate the buildings (as the order of events would imply).
[Updated on: Sat, 21 June 2014 09:07] Report message to a moderator
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