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Re: Things to add to Known Bugs. Mon, 14 March 2011 10:29 Go to previous messageGo to next message
donjon is currently offline donjon

 
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m.a@stars wrote on Mon, 14 March 2011 05:02

Returning your brain to the maker claiming it's hopelessly faulty should only be a last resource. Whip


wOOt 2

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Re: Things to add to Known Bugs. Tue, 15 March 2011 14:54 Go to previous messageGo to next message
neilhoward

 
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I agree that this is not a bug, but perhaps including it in a new list of "features" would be helpful for newer players.

I think of manually setting way-points to decrease trip time, similar to manually changing warp speed for increased trip fuel efficiency.

Han Solo said

You've never heard of the Millennium Falcon?…It's the ship that made the Kessel Run in less than twelve parsecs.


I like a good row, but lets reserve insults and ad hominem for more important things, like whether american grid iron is really football.

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Re: Things to add to Known Bugs. Tue, 15 March 2011 15:07 Go to previous messageGo to next message
nmid

 
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neilhoward wrote on Wed, 16 March 2011 00:24

I agree that this is not a bug, but perhaps including it in a new list of "features" would be helpful for newer players.

I agree. I don't even remember where I read about it 1st.
I'm sure I read it deep withing some thread, but I'll be darned if I can find it again.
(It's not in the strategy guide or in other starter threads, that I just rechecked).
Problem is identifying what "features" would go on that new list.

neilhoward wrote on Wed, 16 March 2011 00:24

...... american grid iron is really football....

Is football even a sport?!? Rolling Eyes
YAY CRICKET!!!

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Re: Things to add to Known Bugs. Tue, 15 March 2011 19:39 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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neilhoward wrote on Wed, 16 March 2011 05:54

I like a good row, but lets reserve insults and ad hominem for more important things, like whether american grid iron is really football.


Indeed, one's opinion of which "features" are worthy of putting on a list of known "features" is not the most vital thing in the world. I was... disturbed by some of the reactions.

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Re: Things to add to Known Bugs. Tue, 15 March 2011 20:55 Go to previous messageGo to next message
neilhoward

 
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This feature is important to note when using pen-scans, as it might cause a scout to fall short of closing scan range.

What are some other "features" that might be helpful?
How about a list of features, tactics, and manoeuvres?

Something I have seen often in games are players sending out a message to everyone early, so that their name gets on the score board. Otherwise they show up on the board when a planet or ship is detected. Though this is really only helpful against the lazy.

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Re: Things to add to Known Bugs. Tue, 15 March 2011 21:15 Go to previous messageGo to next message
nmid

 
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ok... instead of calling it a bug/unexpected event or tactics and having more disagreements whether it should be included or not, why not define what "features" mean..
Events that go against the normal expectation, that new players will have.

A bug, for experienced players, would mean something that isn't intended as the game system. Unexpected events like the armor overflow in space docks etc.

"Features" that go against common understanding, but are valid/correct as per game dynamics, should be listed in a new thread.

The Warp 10.05 might not be a bug, as per experienced players, as the game is behaving as it was meant to ... However new players wouldn't normally know about it, and they would assume that 100 LYs is the maximum travel distance possible.

Possible list of unexpected features.
1. Warp 10.05
2. Pen scanning is not rounded off.
3. Pen scanning works only after the scout stops at the end of the turn. It won't scan every planet on the route.
4. Pop growth stars tapering off after getting to 25% and after 45%, starts reducing. It's not a constant growth the entire time.
5. ???

Tactics are too numerous and varied to have in one list. Reading the strategy manual/all the beginner guides on colonisation etc/tactics/ diplomatic tips, can't be added in one thread.
Perhaps a sub-forum only for general game tactics/tips might be better suited for the task.

Edit - Formatting and cleared post a bit.


[Updated on: Wed, 16 March 2011 06:25]




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I used to curse when I got stuck in traffic... till I realised I AM traffic.

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Re: Things to add to Known Bugs. Tue, 15 March 2011 21:18 Go to previous messageGo to next message
nmid

 
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neilhoward wrote on Wed, 16 March 2011 06:25


What are some other "features" that might be helpful?
How about a list of features, tactics, and manoeuvres?

Something I have seen often in games are players sending out a message to everyone early, so that their name gets on the score board. Otherwise they show up on the board when a planet or ship is detected. Though this is really only helpful against the lazy.


As I said, that's a tactic.. and I'm curious as to how that matters to gameplay?
Even if I send out a message, other players would have no idea which sector I'm in, nor any other details, unless I give it out.



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.

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Re: Things to add to Known Bugs. Tue, 15 March 2011 22:57 Go to previous messageGo to next message
neilhoward

 
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nmid wrote on Tue, 15 March 2011 18:18

neilhoward wrote on Wed, 16 March 2011 06:25


Something I have seen often in games are players sending out a message to everyone early, so that their name gets on the score board. Otherwise they show up on the board when a planet or ship is detected...


As I said, that's a tactic.. and I'm curious as to how that matters to gameplay?
Even if I send out a message, other players would have no idea which sector I'm in, nor any other details, unless I give it out.


Some players in early game (when everyone is zipping through their turns) will hit f10 to check the score board, to check for contact. This is a lazy method and should be avoided. It is easily thwarted by sending out a message before contact, requiring your enemy to hit the f3 key a few more times every turn,

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Re: Things to add to Known Bugs. Tue, 15 March 2011 23:14 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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neilhoward wrote on Wed, 16 March 2011 01:55

What are some other "features" that might be helpful?
How about a list of features, tactics, and manoeuvres?

These should go in the "must know" Forum, originally created to harbor FAQs, player guides, strategy guides, tactics guides and the like. Deal

Back in the day, though, most of these things could be easily found in places such as starsfaq or r.g.c.s

Many of the original articles have found their way into the Wiki, but perhaps it will be worth it to round up the rest too. Teleport



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In space no one can hear you scheme! Deal

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Re: Things to add to Known Bugs. Wed, 16 March 2011 04:12 Go to previous messageGo to next message
gible

 
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m.a@stars wrote on Wed, 16 March 2011 16:14

Back in the day, though, most of these things could be easily found in places such as starsfaq or r.g.c.s

Many of the original articles have found their way into the Wiki, but perhaps it will be worth it to round up the rest too. Teleport

Just as an aside, everything from Stars! FAQ should be in the wiki, generally either in the article library or off the Stars! FAQ, if its not, then we missed something. Rolling Eyes

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Re: Things to add to Known Bugs. Wed, 16 March 2011 04:42 Go to previous messageGo to next message
neilhoward

 
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I have been spending time going over starsfaq and stars-r-us for things to add to the wiki, either facts or links to tactic dialogues. The wiki has about all of it. I will try to mine the news group and will post new finds under http://wiki.starsautohost.org/wikinew/index.php?title=Rgcs&a mp;a mp;redirect=no for better assignment. I have been spending more time on hunting down broken links, but will have some more stuff to resurrect soon.

[Updated on: Wed, 16 March 2011 19:18]

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Re: Things to add to Known Bugs. Wed, 16 March 2011 13:09 Go to previous messageGo to next message
Eagle of Fire

 
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Quote:

ok... instead of calling it a bug/unexpected event or tactics and having more disagreements whether it should be included or not, why not define what "features" mean..
Events that go against the normal expectation, that new players will have.

This is ridiculous. A feature is something working as intended by the creators. Why would newcomers have anything to say about this? If it was indeed the definition then we would have an infinite amount of answer back in regard to how new players perceive the game! Shocked



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Re: Things to add to Known Bugs. Wed, 16 March 2011 13:20 Go to previous messageGo to next message
nmid

 
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Eagle of Fire wrote on Wed, 16 March 2011 22:39

Quote:

ok... instead of calling it a bug/unexpected event or tactics and having more disagreements whether it should be included or not, why not define what "features" mean..
Events that go against the normal expectation, that new players will have.

This is ridiculous. A feature is something working as intended by the creators. Why would newcomers have anything to say about this? If it was indeed the definition then we would have an infinite amount of answer back in regard to how new players perceive the game! Shocked


Eagle, I hope that you realise that sounds condescending.

A feature working as intended by the creators, is great.
What we (yes, me too now) are requesting is having a "unexpected feature" list, that goes against common sense that a regular new player would have.

It's easy talking about the warp/distance 'feature' as an eg, so let me clarify using that.

I can imagine that you realised (the 1st time you played) that distance traveled = Warp^2.
Do not tell me that you KNEW from the start, that you can travel warp^2+.99 LY.

The objective of this list, is to unlock value for beginner players, in an easy-to-access list...
To stop it from getting un-wieldy, I suggested that it should only be game features, not tactics.

Lord Nmid.
(Still awaiting reply to a NAP discussion going on for 20+ years Razz)

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Re: Things to add to Known Bugs. Wed, 16 March 2011 14:54 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Eagle of Fire wrote on Wed, 16 March 2011 18:09

This is ridiculous. A feature is something working as intended by the creators.

He said "features". Notice the "evil" quotes. Twisted Evil



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Re: Things to add to Known Bugs. Wed, 16 March 2011 18:02 Go to previous messageGo to next message
neilhoward

 
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nmid wrote on Wed, 16 March 2011 10:20



Eagle, I hope that you realise that sounds condescending.


Of course he does. That is standard operation here Whip

Eagle of Fire wrote on Wed, 16 March 2011 10:09


This is ridiculous.
Yes, your opinion is ridiculous. Very Happy I kid.

Eagle of Fire wrote on Wed, 16 March 2011 10:09


A feature is something working as intended by the creators.


Just so. However some users may not have intuited the intent or operation of some features, and might not have noted its documentation or commentary. That is why it could be helpful to reiterate it again here. Though perhaps this thread should be moved to the "must know" section.

This is an example of how we can miss somebody's point and go on to restate an argument for that which we are arguing against.

Lets try to avoid insulting folks that are trying to make a positive contribution. Who me? I'm a saint


[Updated on: Wed, 16 March 2011 20:11]

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Re: Things to add to Known Bugs. Thu, 17 March 2011 06:41 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Quote:

... the Scanner snaps to a "grid".

Not only scanner, also the ships. And that can make problems, since the "snapping" doesn't always go up. When the distance between two coordinates is 200.44 LY and you send a ship, in the next turn it can end 101.02 LY from target Shocked , because in the first move it didn't travel 100 LY, but 99.42.

Just because of that I started regularly checking travel mid-points, when the whole distance is near max-travel multiples. Helps avoidning frustration. Wink

BR, Iztok


[Updated on: Thu, 17 March 2011 06:42]

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Re: Things to add to Known Bugs. Fri, 18 March 2011 04:20 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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nmid wrote on Wed, 16 March 2011 12:15

4. Pop growth stars tapering off after getting to 25% and after 45%, starts reducing. It's not a constant growth the entire time.


It's 33% for max popgrowth.

42% happens to have popgrowth equal to 25%, which is pretty irrelevant, but some people like it.

48% gives max resources over time if you start putting pop into freighters to fill the planet.


[Updated on: Fri, 18 March 2011 05:00]

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Re: Things to add to Known Bugs. Sat, 19 March 2011 02:03 Go to previous messageGo to next message
Eagle of Fire

 
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42% (I thought it was 44%?) is a must for -F since -F resources are directly linked to their world cap.


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Re: Things to add to Known Bugs. Sat, 19 March 2011 05:45 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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Eagle of Fire wrote on Sat, 19 March 2011 17:03

42% (I thought it was 44%?) is a must for -F since -F resources are directly linked to their world cap.


No. 42% is not special.

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Re: Things to add to Known Bugs. Sat, 19 March 2011 17:05 Go to previous messageGo to next message
Eagle of Fire

 
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Are you just bent on contradicting me for no reason? What I just said is like -F 101...


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Re: Things to add to Known Bugs. Sat, 19 March 2011 17:36 Go to previous messageGo to next message
nmid

 
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Eagle of Fire wrote on Sun, 20 March 2011 02:35

Are you just bent on contradicting me for no reason? What I just said is like -F 101...

my 2 most devious foes, Arguing on the forum, Disco Twisted Evil
POPCORN !!!

Btw, on a serious note, for non -f races, spreading the 42% as 25% + balance on another world, might be better.. but for a -f, 42% is a milestone to be achieved.

ps - Eagle.. I still await reply from your ally Wink



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Re: Things to add to Known Bugs. Sat, 19 March 2011 20:36 Go to previous messageGo to next message
BlueTurbit

 
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magic9mushroom wrote on Sat, 19 March 2011 04:45

Eagle of Fire wrote on Sat, 19 March 2011 17:03

42% (I thought it was 44%?) is a must for -F since -F resources are directly linked to their world cap.


No. 42% is not special.

Cool 42 is very special. It is the answer to life, the universe, everything... the Answer to life and the proof...
the ultimate Answer to life


[Updated on: Sat, 19 March 2011 20:51]




BlueTurbit Country/Rock

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Re: Things to add to Known Bugs. Sat, 19 March 2011 20:49 Go to previous messageGo to next message
gible

 
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Even for a -f 25% + excess of another planet is better than 42% because at least you get *some* growth on the other planet and as resources are not affected by hab value the total resources are not affected (unless you're AR, but as always, they're special).

The only reason for 33% + 50% holds is because of factories.

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Re: Things to add to Known Bugs. Sat, 19 March 2011 22:22 Go to previous messageGo to next message
Eagle of Fire

 
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And what's the difference with 25% since it is the same popgrowth anyways?

The point in any case is that -F can't rely on factories. Once they begin to slow down a little bit on expansion then going to 42% is a must since that directly net you more resources for ship building and especially research which is a killer for -F after a certain point.

One thing we could agree with is that mathematically it is indeed better to stay at 25%... But in a real game it is very rare to be able to sustain a big expansion without meeting heavy resistance quite soon. This mean that 42% is thus indeed a milestone which get reached pretty soon by a -F to be able to compete with research and ship building.

Why are we arguing about this again?



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Things to know (population 101) Sun, 20 March 2011 02:12 Go to previous messageGo to previous message
neilhoward

 
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Pop growth and percent pop growth are very different.

my 2 cents

A standard 20% MPGR race without OBRM on a 100% planet gets 50k new pop at 42% capacity.

The same race gets 50k pop growth on that planet with 25% capacity, and the difference of 170k population on a second planet will grow up to an extra 34k colonists per year.

Since -f rely entirely on population for resources, this is a much bigger matter for them. That is almost a 31% difference in annual resource growth for the initial 420,000 population.

Eagle of Fire wrote on Sat, 19 March 2011 19:22



Why are we arguing about this again?


Because you insisted. Very Happy


[Updated on: Sun, 20 March 2011 02:55]

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