Autocombat is insane
Posted 05 March 2010 - 09:43 PM
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.
Posted 05 July 2010 - 11:08 PM
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.
Or Z95 has some wrong data on autoresolve str in xml files?
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.
Posted 31 December 2010 - 07:20 PM
I also came across a rather annoying bug while testing this, but that's for another thread.
Posted 01 January 2011 - 12:33 AM
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.
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