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Home » Stars! 2.6/7 » The Academy » 3 neat tricks for bombing/invasion and gathering intel
Re: 3 neat tricks for bombing/invasion and gathering intel Thu, 12 January 2017 04:59 Go to previous messageGo to previous message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
Quote:
Greetings Commanders,
I have a passel of new tricks, features, exploits, and cheats to unload, and this set seems like the most fun.

1) Ian (Traceroute) showed me that a player can have bombers set to depopulate an enemy planet in the next year, AND have waypoint zero orders to drop colonist without any loss. This saves you a colonising ship, and there are no enemy colonists or defences operated to diminish your occupation force.

2) Ed (LittleEddie) demonstrated how this can be used to confuse the enemy. The last year a defending player controls a planet there are (x)colonist and (y)defences. When trick number 1 is used, Stars! will ignore the fact that the home team was killed by bombing and guess the number (z) of invaders required to take the planet based on PRTs, number of defending colonists (before bombing), and % defence coverage (also before bombing). This leaves the routed player with reports that the planet is held by �(z) enemy forces. Such can be used to great effect with a few nearly empty transports, such that their capacity is near the spoofed (z).

3) This is not the only scenario where the client will guess the number of enemy colonists on a planet (denoted by the �). One way to improve your intel in these cases is to create a second folder for your xy and m files, but leave out the h file. YMMV, but it will give you a leg up.

Good Luck,
NH

Interesting result in 2) and 3). 1) I think you made a mistake, you need waypoint 1 drop orders the same turn as you depopulate, not waupoint 0 orders the next turn. Or at least that's my understanding of the trick, which I deduced myself from the published order of events.

Basically, yes, you can popdrop a world rendered sterile on turn X at WP1 on turn X. No tech gain, though; the loss of tech gain possibility is immediate upon depopulation by packet, bombing, or AR starbase destruction.

I was planning a guide to planet-killing as my next substantial essay, although my current test has precedence and is taking an annoyingly long time to complete (doing a 60-planet testbed to 2700 in triplicate while making absolutely no micromanagement errors is tiresome).

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