Invasions seem heavily in favor of the defender, I am attempting to invade a planet, and am limited to 150 "movement points" to deploy marines. This allows the defender to put a big stack of 1000 marines in reaction to my tiny stacks of 240 marine each turn, allowing them to eliminate my deployed units each turn with minimal losses. its frustrating because I have more marines than the defenders, but am unable to use my numbers advantage. 'i think an easy fix would be to lower the movement point cost of deploying units, but maybe increase the losses that happen on deployment into enemy held territory, as the attacking force tries to establish a landing ground.
If you're short on movement points, disrupt any defenses first (Ground Defenses, Heavy Batteries, and Planetary Shield if it has one). Bringing more ground support ships (e.g. Valkyrie) also helps.
The movement point display has a tooltip showing what exactly influences it.
Question on planet invasion. I just invaded a planet and took over but ownership went to the commissioned faction instead of giving me an option like it used to. Is there a no longer an option to take planet for myself while commissioned? Do I have to be non-commissioned to be able to make my own planet?
I did buy governorship but looks like I will lose it when I leave commission. Any thoughts?
Open the ground battle invasion intel after the battle (within 7 days) and click the button to take over.
Do major factions ever attack independents? I just conquered Citadel Arcadia and gave it to the indies, could I repeat this process for all their planets and have half the sector at permanent peace with me or would the Hegemony press their revanchist claims?
Factions will only try to retake such planets if they're hostile to independents. Normally the only such faction that can also invade in the first place (that I know of, anyway) is Legio Infernalis.
The console command to create alliances works fine, but the one to "break" an alliance (leavealliance) doesn't seem to work... And setrelation and adjustrelation don't do much either. Is there a console solution to breaking alliances?
Uh, these commands work just fine for me (I use the relation ones often for campaign customization, and I often have to use leavealliance to get Rimward Venture to join the Greater Hege like they should instead of teaming up with Volkov ). Are you sure you are getting the syntax right?
The relation commands work fine, I meant that they don't solve the not-leaving-alliance problem I have. Does the leavealliance command work instantly? If not, it's definitively not working for me, and/or I'm using it wrong.
The syntax that I "learned" from the console is leavealliance <faction name>
is there something else to it?
That command should work. But note that it won't do anything if the alliance is set to 'permanent', a notable example of this being the Hegemony/Iron Shell alliance at start.
(Hmm, I'll make the console command ignore permanent state and break it up anyway)