Jump to content


Replying to Autocombat is insane


Post Options

    • Can't make it out? Click here to generate a new image

  or Cancel


Topic Summary

Tropical Bob

Posted 01 January 2011 - 12:33 AM

I've had a three platoon Stormtrooper Raid either annihilate an entire planet or end the battle with no casualties on both sides. Best not to rely on autoresolve too much, especially in Space. But for now, always autoresolve Land.

Raid with Infiltrators/Stormtroopers if you're low on population and/or Fleet power. Swarm with full armies when population and/or Fleet power is no more an issue.

Shas'la

Posted 31 December 2010 - 07:20 PM

Quite a necro here, but I'd wanted to agree that Autoresolve is absolutely ludicrous - I was experimenting on Outer Rim with the Rebels, and by God, a single SpecForce (Infiltrators) Company can bring down any planetary defense, as long as it raids. I even went ahead and attacked a world defended by six or so AT-AT Companies, Vader, and an infantry squad, and my infantry just destroyed everything and captured the planet.

I also came across a rather annoying bug while testing this, but that's for another thread.

TopAce

Posted 06 July 2010 - 10:06 AM

The formula seems to think that raids are significantly more deadly than actual battles.


Hmmm, you r correct. Tested it a bit. Seems that you have very high change of getting rid 3 times more of enemy units than what you send for raid.

Phoenix Rising

Posted 06 July 2010 - 06:48 AM

The formula seems to think that raids are significantly more deadly than actual battles.

Tropical Bob

Posted 05 July 2010 - 11:08 PM

Or Z95 has some wrong data on autoresolve str in xml files?

You'll find crazy autoresolve instances like that all the time. Such as a three Stormtrooper company raid being able to destroy mounted and walker divisions, as well as buildings, while only losing only 1 Stormtrooper company.

It's just not safe, save for Land, as you almost always have huge armies to throw away. Especially since Stormtroopers are so cheap and build very quickly off clone worlds.

TopAce

Posted 05 July 2010 - 01:38 PM

Or Z95 has some wrong data on autoresolve str in xml files?

Phoenix Rising

Posted 05 March 2010 - 11:11 PM

Yeah, I don't really know what to say... I don't think it's something I can fix on this end.

Kitkun

Posted 05 March 2010 - 09:53 PM

Even PG doesn't remember how auto-resolve works. Nobody really knows at all anymore.

Hanti

Posted 05 March 2010 - 09:43 PM

Hello,
I've recently started playing PR and I am very happy I found this mod. It's wonderful for someone like me seeking some realism in SW games.
Anyway I came upon "issue" I'd like to share:

PR ver. 1.1 with unofficial bugfix

Thrawn's Campaign - I play NR side.
Week 1. I've sent one Z-95 I3 Headhunters squadron from Mrisst to scout Bilbringi and found some IMP ships here with Interdictor. The battle started. Because of gravity wells I couldn't retreat and I didn't mean fighting 8+ Dreadnoughts with one fighter squadron so I waited to unlock "retreat" button. Then I used "auto-resolve battle".
The result was:
NR was defeated and lost 1 Z-95
EMP was victorious and lost 9xDreadnoughts, 1xImmobilizer 418, 2x ISD1.

I don't know how it would be in vanilla FOC, but it's completely insane and I think it should be noted NOT to use autocalc in this mod.

This way I could send one by one fighters squadrons and after few battles all enemy ships will be destroyed :(

PS: I've tested this several times. Auto-resolve BEFORE battle works just well. Auto-resolve DURING battle gives increased losses on enemy side.

Review the complete topic (launches new window)