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Re: ISB trumps IT gate scanning (Re: Known Bugs (JRC3)) Fri, 10 June 2005 12:06 Go to previous messageGo to next message
StarsBob is currently offline StarsBob

 
Crewman 2nd Class

Messages: 14
Registered: June 2004
Quote:

However before adding this bug to the list I ran a test myself. I was especially interested if an Space Dock or Ultra Station hull was needed to trigger the bug.

mch


I would suggest that this bug is added to those not considered to be 'not cheating' as a vast majority of Stars! players probably don't even know of it's existance - and you can't expect and IT w/ISB to not build inf/800 gates!

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Re: Known Bugs ... Over 512 salvages crashes it Mon, 13 June 2005 09:25 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
There seems to be only 512 salvage/packet slots available per player. Nod

Game engine seemingly does not check that limit! At least my silly tries to produce them some more always crash the turn generator. Confused

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Re: Known Bugs (JRC3) - 0.2% min damage Thu, 16 June 2005 08:42 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
As I see it, for any large enough stack (generally Nubs) you could get a situation where this "abuse" occurs.

Say I have 150 Nubs, each with 6 slots of Omegas (for arguments sake).
I split them all to send them through a minefield to a planet and 100 get through.
My opponent sends 1000 Amp nubs in one stack to the same planet.
In the first round of battle we end up 5 spaces apart so I fire 600 slots of Omegas.
The enemy nub stack will take 600 * 0.2% = 120% damage.
This will kill the 1000 nubs even though it really shouldn't do so. (or will it ? does 1 missile 1 kill get in the way ?)

I know this was a bit contrived, but I tried to make it a not impossible situation.
Has anyone ever had a "real" example of this occur, where you could say that it wasn't deliberate abuse ?

If I didn't expect my oppo to send 1000 Nubs then it would pretty much be an accident. How would you resolve it ?

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Re: Known Bugs (JRC3) - 0.2% min damage Thu, 16 June 2005 09:04 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
Well, assuming that no battleboard overload, why not allow min damage bug and say that opponents will need to counter with fast moving high init gatlings + chaff?

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Re: Known Bugs (JRC3) - 0.2% min damage Thu, 16 June 2005 11:46 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
PricklyPea wrote on Thu, 16 June 2005 16:04

Well, assuming that no battleboard overload, why not allow min damage bug and say that opponents will need to counter with fast moving high init gatlings + chaff?
Because battle engine starts to fail when all try to get advantage from that bug. Do battle where 100 split out omega nubs are at both sides... it usually crashes the turn generator.

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Re: Known Bugs (JRC3) ... yet another cosmetic Thu, 14 December 2006 15:25 Go to previous message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
fleet report
Cargo/sort by cargo/weighted average
seems to do exactly same as
Cargo/reverse sort by cargo/weighted average

latter does correctly i believe Rolling Eyes

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