Home » PLAYER'S HQ 1.13 » v1.13 Combat/Weapon Academy » Disabling SAM sites...
Disabling SAM sites...[message #278216]
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Tue, 19 April 2011 23:21
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InstantKarma |
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Messages:5
Registered:April 2011 Location: NL |
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Playing JA2 again after a loooong time of absence. Installed 1.13 and went on Insane difficulty.
Anyway, a question about disabeling SAM's: I've taken the NE SAM site and decided to blow up the console to render it useless.
My team trained some militia for good measure, and then pulled out to continue on other missions.
The NE SAM gets overrun by an enemy horde a day or two later. The militia loses but my airspace is still green, as one would expect fomr a disabled SAM.
So far so good...
A few days later, I do the EXACT same thing with the central SAM. I had Bull RPG the console to tiny bits and moved out to leave the sector for what it is.
Then, the enemy comes and retakes the central SAM. But this time, the airspace turns red again...
What went wrong here? Any ideas?
-InstantKarma
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Re: Disabling SAM sites...[message #339601 is a reply to message #339599]
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Mon, 23 February 2015 00:53
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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A SAM can get damaged by explosives (or by doing something else with lua scripts, so it would be doable by quest stuff a modder scripts).
A SAM will get repaired if an enemy group reinforces that sector. This is a bit misleading - the enemy groups intention must be to reinforce - its kind of an internal behaviour you can't really deduct without looking at the values. Groups sent specifically to retake the SAM have that intention, and will thus repair it. For other groups this doesn't have to be the case - it would be possible for a group to enter that sector, beat your forces, but still don't repair it, I am however unable to give you an exact scenario. The size and rank of the enemy forces is irrelevant, there is no specific need for Elites. Modder scripts could also restore the SAM site.
As a result, a relatively easy but unsatisfying way to permanently knock out a SAM is to use a spy. If you blow up the SAM but leave enemy troops intact, the AI has no reason to reinforce the sector, an can thus not repair it. Plus, you only need one merc and can perform secret spy stuff
[Updated on: Mon, 23 February 2015 00:56]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Disabling SAM sites...[message #357827 is a reply to message #339601]
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Sun, 11 August 2019 04:30
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Wolfe |
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Messages:36
Registered:July 2019 |
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Flugente wrote on Mon, 23 February 2015 00:53A SAM can get damaged by explosives (or by doing something else with lua scripts, so it would be doable by quest stuff a modder scripts).
A SAM will get repaired if an enemy group reinforces that sector. This is a bit misleading - the enemy groups intention must be to reinforce - its kind of an internal behaviour you can't really deduct without looking at the values. Groups sent specifically to retake the SAM have that intention, and will thus repair it. For other groups this doesn't have to be the case - it would be possible for a group to enter that sector, beat your forces, but still don't repair it, I am however unable to give you an exact scenario. The size and rank of the enemy forces is irrelevant, there is no specific need for Elites. Modder scripts could also restore the SAM site.
As a result, a relatively easy but unsatisfying way to permanently knock out a SAM is to use a [url=http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20228&goto=309312&#msg_309312]spy[/url]. If you blow up the SAM but leave enemy troops intact, the AI has no reason to reinforce the sector, an can thus not repair it. Plus, you only need one merc and can perform secret spy stuff
That spy option sounds awesome. I'm glad I checked out this thread. I in my experience I've pretty much held on to the SAM sites. What is annoying is the one right outside the central city mine south of the hospital. You can't reinforce with troops from the adjacent sector because it's "outside the city."
Best advice of taking a SAM site is with your best people at night. Doing as little damage to the defenses as possible. Not easy in all cases. Taking the first after Drassen and storming the two sector northwestern city are good so you can easily fly back the civilians and continue your fight.
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