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Re: Things to add to Known Bugs. |
Sat, 12 March 2011 06:18 |
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For multi-level journeys, you don't see the effect because the game makes you travel only exact rounded distances for the middle years. It should work for a 81+81.5=92.5 LY journey, as per the 'bug' though. (or 81+81+81.9 for a 3 year journey.)
Never had that 'situational' condition come up in a game... or if it did, I never noticed :s
Because we don't set waypoints every year, we don't take advantage of it, but you can travel 242.7 to 242.9 LY in 3 years if you need to. (81.9 * 3 = 242.7 LY).
You'll just have to set your waypoints every year.
I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.Report message to a moderator
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Re: Things to add to Known Bugs. |
Sun, 13 March 2011 16:58 |
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Eagle of Fire wrote on Mon, 14 March 2011 02:22 | Chaff is not a bug. Just like the travel extension we are (were) discussing, chaff is only a very clever use of a natural loophole in the code. In the case of chaff, it brings enemy ships to target ships of lower human value by making them more attractive to the targeting mechanism.
This one is in the bugs list only because some people actually believe that it is against the spirit of the game. A remnant of very old players who were used to play the game the old way.
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"lower human value"... very nicely put Eagle.
Magic, you know that the resource to mineral cost is actually higher for chaff as compared to mainline battleships.
Sad part is that we really can't field Delta torpedo chaff busters.
Coming to the main topic of Warp 10.05, agreed that it isn't obvious to new players, but it is not a bug (which would be defined as something that happens which isn't meant to happen as per the game code).
I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.Report message to a moderator
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Re: Things to add to Known Bugs. |
Sun, 13 March 2011 21:06 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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magic9mushroom wrote on Mon, 14 March 2011 00:56 | the list even says "Known Bugs/'Features'"!
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"features", limitations, outright coding mishaps, exploits, inconsistencies... the coordinate system is none of these.
Chaff was intended. Like it or hate it, but it's not a bug. It's a weird enough quirk that many people think it should be removed. The Jeffs refused to do that, so it stays and plays its part in the game balance.
You aren't the 1st who's mistaken in something like this, nor, alas, will you be the last. Luckily for everybody the matter isn't decided by vote.
So many Stars, so few Missiles!
In space no one can hear you scheme! Report message to a moderator
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Re: Things to add to Known Bugs. |
Mon, 14 March 2011 00:01 |
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BlueTurbit | | Lt. Commander
RIP BlueTurbit died Oct. 20, 2011 | Messages: 835
Registered: October 2002 Location: Heart of Texas | |
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magic9mushroom wrote on Sun, 13 March 2011 20:50 | Please explain how rounding errors allowing you to travel further than is meant to be allowed is not a bug.
Or stop being so dismissive. Your choice.
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Because it is documented in the Player's Guide, in Adding Fleets Waypoints and Tasks.
Quote: | Distance and the Scanner "Grid"
When you set a waypoint, notice that the Scanner snaps to a "grid". The grid snap is one light year. and can't be redefined. Vertical or horizontal distance is measured in whole years. Diagonal distance between coordinates is a decimal amount slightly larger than one light year.
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BlueTurbit Country/RockReport message to a moderator
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Re: Things to add to Known Bugs. |
Mon, 14 March 2011 01:28 |
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magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
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BlueTurbit wrote on Mon, 14 March 2011 15:01 |
magic9mushroom wrote on Sun, 13 March 2011 20:50 | Please explain how rounding errors allowing you to travel further than is meant to be allowed is not a bug.
Or stop being so dismissive. Your choice.
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Because it is documented in the Player's Guide, in Adding Fleets Waypoints and Tasks.
Quote: | Distance and the Scanner "Grid"
When you set a waypoint, notice that the Scanner snaps to a "grid". The grid snap is one light year. and can't be redefined. Vertical or horizontal distance is measured in whole years. Diagonal distance between coordinates is a decimal amount slightly larger than one light year.
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That's nothing to do with this bug. That's merely pointing out that moving diagonally is moving sqrt(2) ly.
[Updated on: Mon, 14 March 2011 01:29] Report message to a moderator
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Re: Things to add to Known Bugs. |
Mon, 14 March 2011 03:00 |
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BlueTurbit | | Lt. Commander
RIP BlueTurbit died Oct. 20, 2011 | Messages: 835
Registered: October 2002 Location: Heart of Texas | |
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magic9mushroom wrote on Mon, 14 March 2011 00:28 |
That's nothing to do with this bug. That's merely pointing out that moving diagonally is moving sqrt(2) ly.
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The sqrt(2) is an irrational number... and so are you.
Maybe: Screen grid coordinates are limited to coordinates like, x,y (1210,1140), then a diagonal movement would end up at the nearest screen grid coordinate, not fractions of screen grid coordinates.
Therefore the diagonal ship movement would not be exactly the distance selected, but slightly more or less. This does not apply to horizontal and vertical moves, as they are exactly 1 ly apart in distance.
If you study your diagonal movements you will see that they are either slightly more or less than your exact speed distance: 9.99 or 10.4, or whatever, versus an even 10 ly. Even when you set the waypoint to more than 10 ly range, you will see the first move was not exactly 10 ly.
I expect it has to do with the grid that keeps track of ship locations, etc.
[Updated on: Mon, 14 March 2011 03:27]
BlueTurbit Country/RockReport message to a moderator
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Re: Things to add to Known Bugs. |
Mon, 14 March 2011 07:09 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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BlueTurbit wrote on Mon, 14 March 2011 08:00 | Maybe: Screen grid coordinates are limited to coordinates like, x,y (1210,1140), then a diagonal movement would end up at the nearest screen grid coordinate, not fractions of screen grid coordinates.
Therefore the diagonal ship movement would not be exactly the distance selected, but slightly more or less. This does not apply to horizontal and vertical moves, as they are exactly 1 ly apart in distance.
If you study your diagonal movements you will see that they are either slightly more or less than your exact speed distance: 9.99 or 10.4, or whatever, versus an even 10 ly. Even when you set the waypoint to more than 10 ly range, you will see the first move was not exactly 10 ly.
I expect it has to do with the grid that keeps track of ship locations, etc.
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I couldn't have explained it better.
In summation: the game can have integer coordinates or integer trips, not both. Guess what the Jeffs chose. One can wonder why, but not say it's a bug, because it works exactly as intended.
So many Stars, so few Missiles!
In space no one can hear you scheme! Report message to a moderator
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