Posted January 31, 2022
Strategic Combat Stuff
Time from time, some new player arrives with ubiquitous question "I cant design my ships". And often get the same answer "You need to enable Tactical Combat to design own good ships, or game will design bad ones for you!".
Thats not how Strategic Combat do work. Well, in 1.50 its not even really works as it should.
All info about ship design player see there is purely for abstract reference. Every time ship enters battle there, it redesigned to best possible design in relation to player's tech during the moment of battle (so even all new researched or stolen tech acquired this turn are included and fit for free too, say, even if it armor or a new gun; they act similar to Fighters or StarBases of Tactical). Yes, that mean they do "refits" totally for free, en masse, and not even require a colony for it. Note, that does mean "best possible" in a way game's autodesign see it, and player need very special skill, not related at all to Tactical Combat designs to tech right way (getting actually more effective tech instead of ones games see as them) to force game to design better ships. The Combat itself also have other rules, so its wrong to see Strategic autodesigned ships as bad. While such ships would be horrible in case of Tactical Combat indeed (more actually wouldnt let player abuse Combat AI), they do fine under Strategic rules, as they fight other ships built same way, and acting the same way they act (thus not performing cheap tricks of AI abuse, that some human players mistook for "skillz").
Why it could be important for players who already know how to enable Tactical Combat? Because Tactical Combat actually only about Human players. Thats is, all battles not involving Human player are fought under Strategic Combat rules. Even if Tactical Combat is set, AI vs AI fight with ships, different from the ones player can see in battle (thats how AI players can beat Monsters with that garbage they are building, for example). And AI is horrible in Tactical Combat, unlike Human player it can do only very basic and totally predictable maneuvers, providing a ridiculous advantage for a Human player who can do special anti-AI exploits there.
While its obviously interesting to play Tactical Human vs Human, as "double" intended way; what player who dont want to exploit Tactical vs AI can do? Set every Tactical battle on Auto could one of possible options. Choosing it will require a different ship designs from a player to be effective, as AI who will control player's ships will act the same way as other AI's do, and will not perform usual human tricks. This approach not require additional knowledge on its own, but still those battles would be different than ones AI vs AI have. Play with Strategic Combat is other way, just like AI does. But. Nobody really know how it works.
The fact it was pretty buggy in pre-1.50 versions doesnt any help with. While 1.50 indeed fixed many issues about Strategic, there is, well, still pretty of room to improve it. Because it also entirely broke it instead years ago, with a stupid HardShields "fix". It just doesnt work at is should with them at all, and, even more important, it broke it for the Tactical too, as AIs fight eachother by Strategic rules. More detailed about it later. As it was entirely my fault about HardShields, I decided to explain how the stuff that stopped to work at least should been work all that time, instead of merely informing about the bug. And when it will be fixed, it should be finally playable, as players would also already know how to play it.
Actual Strategic Rules of Game still a mystery for a players, as all in-game help about stuff is about Tactical rules, and often doesnt mean anything in Strategic. As we omitted explanation in Manual about Strategic Rules as a whole yet (still there is enough data about related applied fixes, that is assumed to be known prior reading of this article), ill fixing this issue here. As many fixes been applied to Strategic-related mechanics compared to unpatched version (and at least one too many), and they are more detailed described in Manual already, this stuff will be about the way how it works in the latest "official" version of 1.50 patch (1.50.9), not earlier, and how it should work after fixing of the HardShields issue.
Likely the most complicated feature of Strategic will be that player cannot be sure what ship designs are fought even on player side, even less about opponent ones. As unlike Tactical, info about ship components player can see for own ships pre-battle could be obsolete by that time. But as it will be longer and likely more boring part, better to start from shorter, and, well, "topical" one, Strategic Combat as is, its rules, how ships are fight, while leaving explanation what kind of ships are fight for later, as ship design there is really obscure, due to total lack of in-game help about it.
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A. Rules of engage
There is no limit of 100 ships per side to place on a combat field. There is no combat field. Thus also no movements, retreats, boarding, initiative. There is no drive explosions, or damage to internals at all; only Structure HP, usually modified by a best Armor tech. There are no miniaturization or space usage on a ships (with one twist). There are no weapon modifications (AF, ENV, MIRV, EMG etc). Every ship fire all weapons it can fire every turn to some enemy non-destroyed-yet ship one per one, and change its target to next one if current one is destroyed. But every ship that started combat turn alive still fire all its weapons if there are targets still; thats it, active ships already destroyed by enemy fire during the turn in question are still "alive enough" to fire (but not chosen as valid targets for enemy fire anymore), they're "entirely destroyed" only at the end of turn. So every ship can fire all its weapons, as if they all fired simultaneously, but precisely calculated what damage they will apply and where, to not cause unneeded "overkills". It means that, unlike Tactical, 2 ships could kill eachother using Beams only.
There is 50 turns max; if both Attacker and Defender have some ships by that time, Defender is a winner, and Attacker retreat with a whole remained fleet. If after some turn only Attacker have a ships left, Attacker is a winner, and proceed to Planetary Bombardment. Of course, if after some turn only Defender have a ships left, Defender is a winner.
B. Structure of a combat turn
Every ship (Planet and Satellite are Ships too) that is alive after previous turn is counts as Active for the turn, and can fire all the weapons it have if it can find a target for. While any ship that is destroyed during that turn is still able to fire, making actual order of acting less important than in Tactical, there is one twist: Planet act first (not last as expected), it makes a difference in case PlanetaryStellarConverter in use. Every turn, acting Ship have to choose a target first, then fire some weapon if able to. Every time weapon destroys a ship's target, new target is chosen if possible (except PlanetaryStellarConverter's "enveloping" damage, that is applying to initial target all 4 shots), otherwise next weapon attack the same target. All weapons hits immediately here, no matter if it Beam or Missile etc. But not every weapon will fire each turn, as shown in summary of structure of combat turn per active ship:
1. Ships that are not Destroyed are set as Active, and will sequentially perform steps 2 to 7 one after another, starting with Planet (if it present), chosen as a first Current ship.
2. Current ship choose its target. Every time ship have to choose a target, its chosen randomly from opponent's ships, with 2 excludes: i) PlanetaryStellarConverter choose the opponent's ship with a highest remained HP as a target for this turn (non-random way); and ii) Planet itself cannot be chosen as a target for a non-Bomb weapons if some other ship(s) are still present on Defender's side (while Satellite chosen as a regular ship), while Bombs on their own could target only Planet itself.
3. Planet fire PlanetaryStellarConverter to its target 4 times, even in case of overkill. Thats the only place where "enveloping" approximated some way (regular StellarConverter will fire only once instead).
4. Current ship fire Missiles in turns 1-3 only if Current ship a non-Planet & non-Satellite. Planet and Satellite will fire Missiles on this step also at turns after the 3rd.
Antarans have no Missiles, and will fire Beams instead, while following this rule about turns, so only Antaran SpaceFortress, but not their regular ships will fire at this step starting from the turn 4.
5. Current ship fire Specials, starting from the turn 3 only if Current ship a non-Planet. Planet (but not Satellite) will fire Specials starting from the turn 1 instead.
6. Current ship fire Beams, starting from the turn 3 only if Current ship a non-Planet. Planet (but not Satellite) will fire Beams starting from the turn 1 instead. Note: in turn 3, all Antaran ships will fire their Beams twice.
7. Current ship fire Bombs, starting from the turn 4 only.
Steps 2 to 7 repeated once for every Active ship, steps 8 & 9 occurs once after all ships finish their steps 2-7.
8. Planetary Defenses are recalculated; prior of this step Planet cannot be declared as "destroyed", so there could be "overkill" damage on it during the turn. Unlike TacticalCombat, no damage to non-combat buildings, population, marines etc are done though, it simply lost.
9. Active ships that are Destroyed during the current turn, lose Active status; then Next turn starts.
Of course ships fire the type of attack at a given step only if weapon of such kind is present on a ship. So Planet will fire a certain weapons only if required for it DefenseBuilding is present, Frigates will skip Specials step etc.
Time from time, some new player arrives with ubiquitous question "I cant design my ships". And often get the same answer "You need to enable Tactical Combat to design own good ships, or game will design bad ones for you!".
Thats not how Strategic Combat do work. Well, in 1.50 its not even really works as it should.
All info about ship design player see there is purely for abstract reference. Every time ship enters battle there, it redesigned to best possible design in relation to player's tech during the moment of battle (so even all new researched or stolen tech acquired this turn are included and fit for free too, say, even if it armor or a new gun; they act similar to Fighters or StarBases of Tactical). Yes, that mean they do "refits" totally for free, en masse, and not even require a colony for it. Note, that does mean "best possible" in a way game's autodesign see it, and player need very special skill, not related at all to Tactical Combat designs to tech right way (getting actually more effective tech instead of ones games see as them) to force game to design better ships. The Combat itself also have other rules, so its wrong to see Strategic autodesigned ships as bad. While such ships would be horrible in case of Tactical Combat indeed (more actually wouldnt let player abuse Combat AI), they do fine under Strategic rules, as they fight other ships built same way, and acting the same way they act (thus not performing cheap tricks of AI abuse, that some human players mistook for "skillz").
Why it could be important for players who already know how to enable Tactical Combat? Because Tactical Combat actually only about Human players. Thats is, all battles not involving Human player are fought under Strategic Combat rules. Even if Tactical Combat is set, AI vs AI fight with ships, different from the ones player can see in battle (thats how AI players can beat Monsters with that garbage they are building, for example). And AI is horrible in Tactical Combat, unlike Human player it can do only very basic and totally predictable maneuvers, providing a ridiculous advantage for a Human player who can do special anti-AI exploits there.
While its obviously interesting to play Tactical Human vs Human, as "double" intended way; what player who dont want to exploit Tactical vs AI can do? Set every Tactical battle on Auto could one of possible options. Choosing it will require a different ship designs from a player to be effective, as AI who will control player's ships will act the same way as other AI's do, and will not perform usual human tricks. This approach not require additional knowledge on its own, but still those battles would be different than ones AI vs AI have. Play with Strategic Combat is other way, just like AI does. But. Nobody really know how it works.
The fact it was pretty buggy in pre-1.50 versions doesnt any help with. While 1.50 indeed fixed many issues about Strategic, there is, well, still pretty of room to improve it. Because it also entirely broke it instead years ago, with a stupid HardShields "fix". It just doesnt work at is should with them at all, and, even more important, it broke it for the Tactical too, as AIs fight eachother by Strategic rules. More detailed about it later. As it was entirely my fault about HardShields, I decided to explain how the stuff that stopped to work at least should been work all that time, instead of merely informing about the bug. And when it will be fixed, it should be finally playable, as players would also already know how to play it.
Actual Strategic Rules of Game still a mystery for a players, as all in-game help about stuff is about Tactical rules, and often doesnt mean anything in Strategic. As we omitted explanation in Manual about Strategic Rules as a whole yet (still there is enough data about related applied fixes, that is assumed to be known prior reading of this article), ill fixing this issue here. As many fixes been applied to Strategic-related mechanics compared to unpatched version (and at least one too many), and they are more detailed described in Manual already, this stuff will be about the way how it works in the latest "official" version of 1.50 patch (1.50.9), not earlier, and how it should work after fixing of the HardShields issue.
Likely the most complicated feature of Strategic will be that player cannot be sure what ship designs are fought even on player side, even less about opponent ones. As unlike Tactical, info about ship components player can see for own ships pre-battle could be obsolete by that time. But as it will be longer and likely more boring part, better to start from shorter, and, well, "topical" one, Strategic Combat as is, its rules, how ships are fight, while leaving explanation what kind of ships are fight for later, as ship design there is really obscure, due to total lack of in-game help about it.
-
A. Rules of engage
There is no limit of 100 ships per side to place on a combat field. There is no combat field. Thus also no movements, retreats, boarding, initiative. There is no drive explosions, or damage to internals at all; only Structure HP, usually modified by a best Armor tech. There are no miniaturization or space usage on a ships (with one twist). There are no weapon modifications (AF, ENV, MIRV, EMG etc). Every ship fire all weapons it can fire every turn to some enemy non-destroyed-yet ship one per one, and change its target to next one if current one is destroyed. But every ship that started combat turn alive still fire all its weapons if there are targets still; thats it, active ships already destroyed by enemy fire during the turn in question are still "alive enough" to fire (but not chosen as valid targets for enemy fire anymore), they're "entirely destroyed" only at the end of turn. So every ship can fire all its weapons, as if they all fired simultaneously, but precisely calculated what damage they will apply and where, to not cause unneeded "overkills". It means that, unlike Tactical, 2 ships could kill eachother using Beams only.
There is 50 turns max; if both Attacker and Defender have some ships by that time, Defender is a winner, and Attacker retreat with a whole remained fleet. If after some turn only Attacker have a ships left, Attacker is a winner, and proceed to Planetary Bombardment. Of course, if after some turn only Defender have a ships left, Defender is a winner.
B. Structure of a combat turn
Every ship (Planet and Satellite are Ships too) that is alive after previous turn is counts as Active for the turn, and can fire all the weapons it have if it can find a target for. While any ship that is destroyed during that turn is still able to fire, making actual order of acting less important than in Tactical, there is one twist: Planet act first (not last as expected), it makes a difference in case PlanetaryStellarConverter in use. Every turn, acting Ship have to choose a target first, then fire some weapon if able to. Every time weapon destroys a ship's target, new target is chosen if possible (except PlanetaryStellarConverter's "enveloping" damage, that is applying to initial target all 4 shots), otherwise next weapon attack the same target. All weapons hits immediately here, no matter if it Beam or Missile etc. But not every weapon will fire each turn, as shown in summary of structure of combat turn per active ship:
1. Ships that are not Destroyed are set as Active, and will sequentially perform steps 2 to 7 one after another, starting with Planet (if it present), chosen as a first Current ship.
2. Current ship choose its target. Every time ship have to choose a target, its chosen randomly from opponent's ships, with 2 excludes: i) PlanetaryStellarConverter choose the opponent's ship with a highest remained HP as a target for this turn (non-random way); and ii) Planet itself cannot be chosen as a target for a non-Bomb weapons if some other ship(s) are still present on Defender's side (while Satellite chosen as a regular ship), while Bombs on their own could target only Planet itself.
3. Planet fire PlanetaryStellarConverter to its target 4 times, even in case of overkill. Thats the only place where "enveloping" approximated some way (regular StellarConverter will fire only once instead).
4. Current ship fire Missiles in turns 1-3 only if Current ship a non-Planet & non-Satellite. Planet and Satellite will fire Missiles on this step also at turns after the 3rd.
Antarans have no Missiles, and will fire Beams instead, while following this rule about turns, so only Antaran SpaceFortress, but not their regular ships will fire at this step starting from the turn 4.
5. Current ship fire Specials, starting from the turn 3 only if Current ship a non-Planet. Planet (but not Satellite) will fire Specials starting from the turn 1 instead.
6. Current ship fire Beams, starting from the turn 3 only if Current ship a non-Planet. Planet (but not Satellite) will fire Beams starting from the turn 1 instead. Note: in turn 3, all Antaran ships will fire their Beams twice.
7. Current ship fire Bombs, starting from the turn 4 only.
Steps 2 to 7 repeated once for every Active ship, steps 8 & 9 occurs once after all ships finish their steps 2-7.
8. Planetary Defenses are recalculated; prior of this step Planet cannot be declared as "destroyed", so there could be "overkill" damage on it during the turn. Unlike TacticalCombat, no damage to non-combat buildings, population, marines etc are done though, it simply lost.
9. Active ships that are Destroyed during the current turn, lose Active status; then Next turn starts.
Of course ships fire the type of attack at a given step only if weapon of such kind is present on a ship. So Planet will fire a certain weapons only if required for it DefenseBuilding is present, Frigates will skip Specials step etc.
Post edited September 18, 2022 by DarzaR