New Trick: small Mineral Fountain for non AR races |
Fri, 01 April 2005 13:27 |
|
Robert | | Lt. Junior Grade | Messages: 393
Registered: November 2002 Location: Dortmund, Germany | |
|
Hi everybody... I discovered something quite interesting...
I will begin with the first strange thing:
There was a planet of mine that was hit by a comet and turned red, it still had a base and a gate, but i removed all pop to another planet except for 100. One turn I gated remote miners to that planet - the same turn the remaining 100 pop died - the miners gated and the planet became uninhabited the same turn.
The strange thing was, that the miners did mine the same turn!
This is usually only possible for AR races: gating and mining the same turn - for other PRTs it is not possible cause you cant remote mine inhabited planets anyway...
Another thing AR only can do is to remotemine their homeworld and always have 30% capacity of minerals.
What I did was to evacuate a planet the same turn my remotes arrived to get a similar effect, but uploading (wp0 and wp1) does not work, neither does bombing or packets.
BUT:
Looking at the order of events, pop dies (red planets) close to packet hits launched the same turn. What I found out is that if
- miners arrive throug a gate in one turn (i did noch check for simply "arriving")
- in the same turn the planet is killed by a packet launched the same turn (so the sending driver must be very close: <50ly with warp10)
then the remotes will not only mine, they will also get the 30% concentration on a homeworld (for that turn only).
This makes also non AR PRTs quite powerful, as they can have a very small mineral fountain, but only 33% (or 25%) as efficient. When you mined you need to recolonize the next turn, set up a gate and gate the remotes back, takes quite a while. An IT is good with it cause of cheap and infinite mass gates... if you get the alien miner it is also ok, but with just not OBRM and not being IT it is still quite hard to make real use of...
Still this really changes end-game, but is not that bad IMO
Do you think this is a trick or a cheat???
Robert
[Updated on: Sat, 02 April 2005 02:24]
2b v !2b -> ?Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|
|
Re: New Trick: small Mineral Fountain for non AR races |
Sat, 02 April 2005 08:23 |
|
|
I see trick as potentially quite powerful in some game settings. As an alternative to really high mine efficiency a player may opt for ARM + more factories (fits PP PRT best). First he mines all the reds as usual, but if the game lasts long enough he can the remote mine his homeworld to compete.
Report message to a moderator
|
|
|
Re: New Trick: small Mineral Fountain for non AR races |
Sat, 02 April 2005 10:50 |
|
iztok | | Commander | Messages: 1208
Registered: April 2003 Location: Slovenia, Europe | |
|
Hi!
Storm wrote on Sat, 02 April 2005 12:31 | Ooooh!
Testbedded...
That's weird...
It only works if you gate them... not fly them there...
|
I can not repeat this, neither with 2.7j RC3 nor 2.6j RC4. Gated remotes don't even mine in the turn they arrive.
Exact description of the testbed:
- a fleet of 80 midget miners with ultra miner already mined the planet down to MC 5,
- that planet (red or green) builds fort with 300 gates,
- I lift by hand all pop but 100, and all minerals,
- I queue a packet to that planet,
- I send through gates there a fleet of remotes with order to remote mine.
In next turn I got the message that a planet produced a packet and that pop on another planet was killed with a packet. When those remotes do their job in the next year, there's only the amount of minerals from that turn, plus what was left from a packet.
What am I doing wrong?
BR, Iztok
Report message to a moderator
|
|
|
Re: New Trick: small Mineral Fountain for non AR races |
Sat, 02 April 2005 17:06 |
|
m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
|
Hi!
Storm wrote on Sat, 02 April 2005 12:31 |
Testbedded...
That's weird...
It only works if you gate them... not fly them there...
|
Gating happens before battle, bombing, etc, so it could be easier for the presumed bug to slip through the cracks.
If there was a hole in the "mine uninhabited only" vs "mining happens only as a waypoint1 task" code, and guessing the "AR mineral fountain" test is a simple one, we should be asking how it was never found before.
I'd label it as a bug, and let hosts decide if they want to allow it in their games.
The thing is, I haven't been able to testbed it, either. Miners gate, HW is emptied by packet launched the same turn, and all, but the remotes don't mine on arrival, and afterwards there's no fountain.
15 minutes down the drain.
C U!
[Updated on: Sun, 03 April 2005 12:09]
So many Stars, so few Missiles!
In space no one can hear you scheme! Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|
|
Re: New Trick: small Mineral Fountain for non AR races |
Mon, 04 April 2005 12:36 |
|
m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
|
PricklyPear wrote on Mon, 04 April 2005 17:55 | If so, you could send me the files and then I could generate 1 turn to give MT tech. Or do you want the mod?
|
I think the mod/howto would be best, actually. It could conceivably lead to a few "contrived scenario" games otherwise too hard to set up.
Another cool mod might be enabling all MT toys to the races in a game that had a certain PRT/LRT/leftover_points combo. Say non-JoaT, non-CA, UR, MA, GR, 300 leftover points... Perhaps crazy, but...
So many Stars, so few Missiles!
In space no one can hear you scheme! Report message to a moderator
|
|
|
|
|