|
|
|
|
Re: Known Bugs (JRC3) |
Mon, 23 February 2004 18:55 |
|
|
I'd also agree that the multiple packet effect is not a cheat. Each packet is costing the amount of the mass driver reequired to build to throw it. For a PP this could be a decent way, (though somewhat costly), of getting that packet terraforming to work a little more effectively on nearby planets.
Ptolemy
Though we often ask how and why, we must also do to get the answers to the questions.Report message to a moderator
|
|
|
Re: Fuel Bug |
Mon, 23 February 2004 20:33 |
|
|
OK - I ran some tests on this 'fuel bug' and I wouldn't call this a cheat in all circúmstances though it can be exploited for cheating.
This ONLY works if the ship that is set to run out of fuel is at the same location as the ship that would want to chase it. In early game play it is quite common for a ship to intercept another and not completely destroy it then set the enemy ship as a waypoint for a chase. The chasing ship will indeed end up where the defender ship was supposed to be if it had enough fuel to get there. Logically, since we are travelling at warp speeds faster than the speed of light, as a chasing ship I tell my ship to go at the same warp speed as the ship I'm after - if he was able to deceive me (or he runs out of fuel) I would end up where I would expect him to be and he wouldn't be there - nifty trick.
However, this can be abused and most notably by an SD. If an SD sets a minelayer with NO fuel to travel somewhere at a warp speed that he doesn't have fuel enough to reach, his ship WON'T MOVE. The chaser will still go. The mines will of course get laid. Now the chaser will have to go through the minefield to go after the minelayer which will certainly move in the opposite direction. With a ship laying speed bump mines the chaser won't reach him for a while.
Granted, this is going to be an uncommon occurrance but, an SD could use a ship as a fuel transport and upload all fuel to it to keep a fleet in the same place. Incidently, a ramscoop ship with empty tanks not only doesn't move, but the tanks stay empty since Stars! not only considers the ship to have run out of fuel but also doesn't generate any from the ramscoop. A ship with not enough fuel will move as far as it can with the fuel it has.
Ptolemy
Though we often ask how and why, we must also do to get the answers to the questions.Report message to a moderator
|
|
|
|
Re: Known Bugs (JRC3) Robber Baron pop-drop bug |
Thu, 18 March 2004 22:00 |
|
|
This could be. Did you try using waypoint 0 orders on arrival for the next year?
I suspect that it will work BUT, being prohibited from using waypoint 1 drops because the ship has a robber baron is a handicap.
I'll run some tests and post the result.
Ptolemy
[Updated on: Fri, 19 March 2004 06:54]
Though we often ask how and why, we must also do to get the answers to the questions.Report message to a moderator
|
|
|
Re: Known Bugs (JRC3) - Robber Baron pop-drop bug |
Fri, 19 March 2004 06:50 |
|
|
I tested this and, yes, you can't waypoint 1 drop people if a Rober Baron is on the ship. Waypoint 0 drops do work. Therefore, this is a new bug and applies to any race using a Robber Baron ship with population in it. Most likely, Steve is correct that this is a side-effect of fixing the pop steal bug.
The only workaround is to use a second ship in the fleet without a Robber Baron to do the pop drop with as waypoint 1. The second ship will have to split off as a separate fleet for arrival at the planet.
Ptolemy
[Updated on: Fri, 19 March 2004 07:10]
Though we often ask how and why, we must also do to get the answers to the questions.Report message to a moderator
|
|
|
|
|
|
Multiple mineral packets from 1 world in 1 year |
Wed, 16 June 2004 23:01 |
|
Orca | | Chief Warrant Officer 1 | Messages: 148
Registered: June 2003 Location: Orbiting tower at the L5 ... | |
|
It appears that it's possible for one world to produce two or more mineral packets per year by the simple method of overloading the mineral limit of 32K/mineral type in the packet. For example, if you build a 32780kt ironium packet with a 26730kt boranium mineral packet following it.
This could be abused due to the defenses destroyed by the first packet. A PP could with a single planet wipe any non-PP planet; against another PP it'd still require two worlds however.
I doubt it will see much use (exempting late-game ARs and Wonka style games) due to the enormous mineral investment required, but it is something to keep in mind.
Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.Report message to a moderator
|
|
|
|
|
Other tricks... |
Thu, 01 July 2004 13:23 |
|
|
I don't think these are cheats, it would be a nightmare to try and regulate and not much is gained. I think best to simply have a fair playing field where everyone knows what can be done.
Waypoint 1 at current planet:
If a ship waypoint 1 ends up at a planet, then waypoint 2 follows a ship (which also ends up at current planet)... Next turn waypoint 1 can be flipped to planet currently on.
Repairing moving ships:
Merging moving ships with stationary super fuel xport can lead to faster repairs
Report message to a moderator
|
|
|
|
Re: Other tricks... |
Fri, 02 July 2004 20:40 |
|
|
Quote: |
I am wondering what is the usefullness of multiple waypoints at same location (other than maybe automating the pop drop trade without moving)?
|
There are a few situations where having the choice of waypoint 1 is useful due to order of events.
One example: You wish to capture a planet this turn, so you can build a gate the next... but you may wish to wait till AFTER the bombers do their work to reduce pop losses.
Report message to a moderator
|
|
|
|
|
|
|
|
Mineral upload / download (Re: Known Bugs (JRC3)) |
Thu, 05 August 2004 18:22 |
|
Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
|
Quote: | Mineral Upload:
Stars! allows you to upload minerals to any fleet in orbit that does not belong to you. You can even do this if that fleet does not have a cargo hold. This causes the minerals to "disappear".
People have abused this bug to deny the salvage of a battle from their enemy by uploading the minerals from the surface to the enemies warfleet/bombers.
|
I've been testing mineral upload/download ...
The idea is to find out what happens when uploading more minerals than the cargo space of the transports can hold. And what happens when you try to download/remove the minerals that you just uploaded (before turn generation).
Setting:
2 races. Race A uploads 300kT from the surface of a planet he controls to the transports in orbit belonging to race B. Those transports are 2 separate fleets of each one priv with a cargo hold of 250kT.
[- 01 -]
300kT upload by race A
=> next turn 50kT disappeared, they don't fall back to the surface
[- 02 -]
300kT upload by race A
save+submit
*close turn*
*open turn*
50kT download by race A
=> next turn 50 kT is back on the surface, 200kT in ship, 50kT disappeared
[- 03 -]
300kT upload
*not closing and opening turn*
50kT download
=> next turn 50 kT is back on the surface, 250kT in ship, no loss
[- 04 -]
300kT upload to fleet#1
race B merges fleet#2 with fleet#1 but target stays fleet#1
=> 300kT in fleet, no loss
[- 05 -]
300kT upload to fleet#1
other race merges fleet#1 with fleet#2 and target becomes fleet#2
=> all minerals back on the surface, 0kT in fleet, no loss
What happens when splitting fleets?
Setting:
Race A uploads 300kT to fleet#1 consisting of 2 privs with each 250kT cargo space (500kT total).
[- 06 -]
race B splits fleet#1 into fleet#1 and fleet#2
=> next turn fleet#1 has 250kT in cargo, fleet#2 is empty, 300kT missing on the surface, 50kT disappeared
[- 07 -]
race B splits fleet#1 into fleet#2 and fleet#3
=> next turn both fleets are empty, 300kT missing the surface, 300kT disappeared
mch
[Updated on: Thu, 05 August 2004 18:22] Report message to a moderator
|
|
|
|