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I might have found the problem why our army isn't attacking.

Checking on the "Alien Race" info page, the Goons were not set to "Hostile", even though they shot down our scout and have been killing our troops.

I set them to "Hostile". Let's see if we attack them on the next ground attack turn.

... now if I can only figure out why our Collier won't give spare missiles to the Carrier...
 
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Beams also have the benefit of being usable in a direct fire support role, if you equip some of your units with FFD (Forward Fire...Directors? Direction? Something along those lines). These can be used to call down shots from any beam-capable ships or ground-support fighters with the orders "Provide Orbital Bombardment Support". I'm not sure if they get accuracy bonuses, however; it appears the server running the forums and wiki is down, and I haven't experimented at all with ground combat.

EDIT:

What is their Field Position set to in the Ground Forces display?
Headquarters and some of the troops set to Defense. Most are set to Attack. Nobody set to Support or Rear Echelon.

I think it might have been because the "Alien Race" window somehow still had them flagged as "Neutral" instead of "Hostile", despite all the killing.

If only I could figure out why my Colliers won't tranfer the spare missiles to my Carriers! It's maddening!

Two more Fighter strikes would erase these clowns...
 
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Our second phase of Laser bombardment is still knocking out armored vehicles, including those nasty AA-Tanks as well as Battlewagons and Combatwagons.

At least six of them since restocking on spares, and the enemy size is down to 1,500.
 
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Can anyone see why this isn't working?

sb-925.jpg


It's set as a Collier. It has a 1,500+ magazine sfull of missiles and an ordinance handling system to distribute them.

It hands over the size-1 missiles to the Admiral IIs, no problem... but it won't give the size-6 missiles to the Carriers!
 
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Yes!

We are now getting "Attack" reports as well as "Defense" reports from our Space Marines.

We aren't hurting them much, but at least we're fighting back!

I'm giving orders to drop the reserve Division.



Now if only I could persuade the Collier to cough up its missiles...
 
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It hands over the size-1 missiles to the Admiral IIs, no problem... but it won't give the size-6 missiles to the Carriers!
Could the problem lie with the Carriers? (I don’t have the game and don’t know, but if it works for the Adm.2s…?)
 
Or the problem might be with the missiles. This is the first time I've tried to restock with two-stage missiles.
 
Can anyone see why this isn't working?

View attachment 1136413

It's set as a Collier. It has a 1,500+ magazine sfull of missiles and an ordinance handling system to distribute them.

It hands over the size-1 missiles to the Admiral IIs, no problem... but it won't give the size-6 missiles to the Carriers!
How very strange; I'm not sure. What are the ordnance settings on the carriers, class or, if it's set, individual?

EDIT:
Did find this searching online. It has two possible notes of relevance.

I...didnt realize how slow ordnance replenishment was, cheers everyone
Depending on the size of the missiles the ordinance transfer can get kinda funky if you advance time in increments too small. Try to use longer increments to see if your ships are being reloaded.
Still, at 128 MSP per hour, you should be moving slightly over 21 size 6 missiles per hour, right? I'd think that should be noticeable.
 
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This is the setting that had to be changed before my men would start shooting back.

sb-926.jpg


I had to manually switch it from "Neutral" to "Hostile".

Why would the setting default to "Just let them kill us"?
 
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Still, at 128 MSP per hour, you should be moving slightly over 21 size 6 missiles per hour, right? I'd think that should be noticeable.

That's slightly over 2 missiles per minute.

Given that time moves in 5 second increments due to the ground combat, this may seem really, really slow. 24 increments before anything happens, basically.
 
That's slightly over 2 missiles per minute.

Given that time moves in 5 second increments due to the ground combat, this may seem really, really slow. 24 increments before anything happens, basically.
Yes, but it's been DAYS.

Reinforcements will be here from Earth soon, and they had to cross the Alpha Centauri system.
 
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Sounds like a bug. Maybe you can spacemaster around it?
 
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I'm tempted to just Spacemaster the missiles from the Tender to the Carrier... but that doesn't tell me WHY this is happening.
 
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21 missiles per hour would be just under 3 minutes per missile,. Is it possible that 3% of a missile is below the rounding floor?
Yes... but when the Sabres run out of spares I shift from 5-second turns to one-hour turns while restocking, and no missiles are transferred THEN, either.
 
After SM-ing my way past this Collier problem, one more Fighter strike has brought the Goon ground unit down to 200 tons.

Hopefully our Infantry can deal with the remnants.
 
Another Fighter strike did indeed wipe them out. Then it gets even stranger.

sb-927.jpg


All of the remaining missiles still in flight deleted themselves... but the salvos were not deleted.

The empty (no missiles left) salvos stop moving and just hang there in space.

I guess I'll SM-delete them, too.

One more combat round should capture the planet.
 
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Yup.

sb-928.jpg


I'm afraid Klendathu isn't much of a vacation spot. Not after that orbital bombardment.

Radiation: 17,650

Atmospheric Dust : 33,296
 
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So we've hit a few bugs!

I'd still like to know what the problem is with the Colliers.

It has to be either:

1) a bug in the code, either for Colliers, or for Carriers, or for two-stage missiles.
2) a design mistake in the Colliers (but where?)
 
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We're gonna have to wait until the other side of the gate is complete before the CIV vessels can leave.

Meanwhile... we can run a few tests with Colliers to see if we can narrow down what's happening (or failing to happen).
 
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