Ground Combat
Posted: Mon Jan 25, 2016 8:53 pm
The new ground combat system is about done, and the patch is now posted to stable.
Be warned that the ground combat patch introduces new semantics around how troopships are handled, so all your old saves will be marked as "incompatible".
For those of you who enjoy digging into the gory details, the original ground combat design document can be found here, and my notes on some of the picky details of the implementation are posted here.
However, I'm hoping that the mechanics are intuitive enough that a little in-game experimentation will be sufficient gain a working understanding of the system.
As you'd expect, teching up the military tree will make your ground units stronger, and stronger units are better at conquering planets, and/or more likely to survive damage from orbital bombardment.
One interesting quirk of current mechanics is that saves from ground unit armor / energy shields apply to *defenders* only when hit by bombardment, but, the same saves are given to *attackers* if they're at risk of being destroyed when invading. Thus, shield/armor perks end up helping you both when you're attacking, and when you're defending, but, they do so in somewhat different ways.
Another current quirk is that only population of your own species is willing to fight for you as ground infantry. This is a temporary rule -- when the morale/diplomacy system goes in whether or not population can serve as infantry will depend on their morale.
Needless to say, the details of just how the combat numbers and techs interact will likely change once we've had more of a chance to balance the new mechanics. But, even so, any feedback on how the current system is playing would be appreciated
Be warned that the ground combat patch introduces new semantics around how troopships are handled, so all your old saves will be marked as "incompatible".
For those of you who enjoy digging into the gory details, the original ground combat design document can be found here, and my notes on some of the picky details of the implementation are posted here.
However, I'm hoping that the mechanics are intuitive enough that a little in-game experimentation will be sufficient gain a working understanding of the system.
As you'd expect, teching up the military tree will make your ground units stronger, and stronger units are better at conquering planets, and/or more likely to survive damage from orbital bombardment.
One interesting quirk of current mechanics is that saves from ground unit armor / energy shields apply to *defenders* only when hit by bombardment, but, the same saves are given to *attackers* if they're at risk of being destroyed when invading. Thus, shield/armor perks end up helping you both when you're attacking, and when you're defending, but, they do so in somewhat different ways.
Another current quirk is that only population of your own species is willing to fight for you as ground infantry. This is a temporary rule -- when the morale/diplomacy system goes in whether or not population can serve as infantry will depend on their morale.
Needless to say, the details of just how the combat numbers and techs interact will likely change once we've had more of a chance to balance the new mechanics. But, even so, any feedback on how the current system is playing would be appreciated