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Things to add to Known Bugs. Sat, 12 March 2011 05:09 Go to next message
magic9mushroom is currently offline magic9mushroom

 
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Since I apparently cannot add a post to the stickied thread, I shall make a new one. Confused

Warp 10.05 needs adding.

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Re: Things to add to Known Bugs. Sat, 12 March 2011 05:21 Go to previous messageGo to next message
nmid

 
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magic9mushroom wrote on Sat, 12 March 2011 15:39

Since I apparently cannot add a post to the stickied thread, I shall make a new one. Confused

Warp 10.05 needs adding.


10.05*10.05 = 101 LY..

Are you talking about the possibility of moving 100.99 LY using Warp 10?

so ..
"Stars! does not consider decimals in LY distance traveled, so you can move an extra .99 LY beyond the square of the Warp speed you have set your ships."



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. Sat, 12 March 2011 06:04 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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nmid wrote on Sat, 12 March 2011 21:21

magic9mushroom wrote on Sat, 12 March 2011 15:39

Since I apparently cannot add a post to the stickied thread, I shall make a new one. Confused

Warp 10.05 needs adding.


10.05*10.05 = 101 LY..

Are you talking about the possibility of moving 100.99 LY using Warp 10?

so ..
"Stars! does not consider decimals in LY distance traveled, so you can move an extra .99 LY beyond the square of the Warp speed you have set your ships."


I don't believe it works on multi-year journeys. It's more that the check for "does it reach waypoint this year" runs off "is it less than (speed+1)".

Highly situational, of course.

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Re: Things to add to Known Bugs. Sat, 12 March 2011 06:18 Go to previous messageGo to next message
nmid

 
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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.

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Re: Things to add to Known Bugs. Sat, 12 March 2011 09:32 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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magic9mushroom wrote on Sat, 12 March 2011 11:09

Warp 10.05 needs adding.

That is not a bug, but just an effect of the coordinates system. Every warp speed allows traveling more than exactly warp*warp lys due to margins in the coordinates of the trip. Actually, you'd be hard-pressed to find examples of trips of exactly warp*warp length. Teleport

The real bug is when multi-year trips take longer than Stars! displays initially due to coordinate uncertainties that make some hops fall short of their guesstimated length due to the same coordinate uncertainties. Whip



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Re: Things to add to Known Bugs. Sat, 12 March 2011 09:38 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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nmid wrote on Sat, 12 March 2011 12:18

For multi-level journeys, you don't see the effect because the game makes you travel only exact rounded distances for the middle years.

Nope. It works exactly as single-hop trips. It goes mostly unnoticed because the "excess" of one hop gets cancelled by the "shortness" of another. Deal

And yes, there's often trips just a ly or a couple lys too long that can nevertheless be made in the desired time at the desired warp by tweaking the intermediate coordinates of each turn's hop. Teleport

Just another reason to pay attention to your shipping routes, gentlemen. Rolling Eyes


[Updated on: Sat, 12 March 2011 18:29]




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Re: Things to add to Known Bugs. Sat, 12 March 2011 09:59 Go to previous messageGo to next message
craebild is currently offline craebild

 
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m.a@stars wrote on Sat, 12 March 2011 15:38


And yes, there's often trips just a ly or a couple lys too long that can nevertheless be made in the desired time at the desired warp by tweaking the intermediate coordinates of each turn's hop. Teleport

There's even a tool to find those intermediate coordinates: http://craebild.dk/hab_range_tool/fuelusage.html Deal



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Re: Things to add to Known Bugs. Sat, 12 March 2011 15:45 Go to previous messageGo to next message
Eagle of Fire

 
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This is not a bug, it is a feature.

One that is used by advanced players and usually kept secret.

I got taught it early and used it a few times to my advantage already. I particularly recall one time in which I could have almost unlimited Xports ships for a MT trading trip which was really far from my own territory but in friendly territory nonetheless.

I could not make the trip in time unless I used this trick by ploting manually every year waypoints to add up to the little extra I needed to get there. It worked.

This feature is only really useful when you don't care about fuel usage or if you are a MM nazi and manage every single trip away from your HW in the very early game and you happen to have a trip which would normally take a few years but with a very short last year trip. Sometimes beating your opponents by one year mean you get to keep the world.



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Re: Things to add to Known Bugs. Sat, 12 March 2011 18:50 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 Sat, 12 March 2011 21:45

One that is used by advanced players and usually kept secret.

Advanced? Perhaps. Secret? Not by a long way! Deal

See for example this Academy Thread from 2003 Rolling Eyes

And the original version of that list of tricks is from 1999. Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Things to add to Known Bugs. Sun, 13 March 2011 03:01 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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Eagle of Fire wrote on Sun, 13 March 2011 07:45

This is not a bug, it is a feature.

One that is used by advanced players and usually kept secret.

I got taught it early and used it a few times to my advantage already. I particularly recall one time in which I could have almost unlimited Xports ships for a MT trading trip which was really far from my own territory but in friendly territory nonetheless.

I could not make the trip in time unless I used this trick by ploting manually every year waypoints to add up to the little extra I needed to get there. It worked.

This feature is only really useful when you don't care about fuel usage or if you are a MM nazi and manage every single trip away from your HW in the very early game and you happen to have a trip which would normally take a few years but with a very short last year trip. Sometimes beating your opponents by one year mean you get to keep the world.


Chaff is on that list, as is Split Fleet Dodge. So this should be there too.

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Re: Things to add to Known Bugs. Sun, 13 March 2011 06:42 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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magic9mushroom wrote on Sun, 13 March 2011 08:01

Chaff is on that list, as is Split Fleet Dodge.

That's because "Split Fleet Dodge" is an actual bug, and too many people call chaff a bug too, which it actually isn't. Sherlock



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Things to add to Known Bugs. Sun, 13 March 2011 16:34 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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m.a@stars wrote on Sun, 13 March 2011 21:42

magic9mushroom wrote on Sun, 13 March 2011 08:01

Chaff is on that list, as is Split Fleet Dodge.

That's because "Split Fleet Dodge" is an actual bug, and too many people call chaff a bug too, which it actually isn't. Sherlock


Just because you like a bug does not make it not-a-bug.

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Re: Things to add to Known Bugs. Sun, 13 March 2011 16:52 Go to previous messageGo to next message
Eagle of Fire

 
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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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Re: Things to add to Known Bugs. Sun, 13 March 2011 16:58 Go to previous messageGo to next message
nmid

 
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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.


"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.

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Re: Things to add to Known Bugs. Sun, 13 March 2011 18:21 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 Sun, 13 March 2011 21:52

a natural loophole in the code.

Indeed, as it was the Jeffs who put it there with their "one missile one kill" rule. Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Things to add to Known Bugs. Sun, 13 March 2011 18:42 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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magic9mushroom wrote on Sun, 13 March 2011 21:34

Just because you like a bug does not make it not-a-bug.

Geee, the same old game that never gets old! Twisted Evil

Just because you want to call something in some weird way doesn't give you the right to make it stick, just like lumping two different things together in the same thread won't make them related. Deal

I don't care how many people call chaff or warp 10.04 bugs. They aren't. They were put there just the way they are by the game's developers. Chaff adds balance. Warp 10.04 is just a harmless artifact or the coordinate system. Find something else to complain about. Try to make sense while you're at it. It will be good for you.



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Things to add to Known Bugs. Sun, 13 March 2011 19:56 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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m.a@stars wrote on Mon, 14 March 2011 09:42

magic9mushroom wrote on Sun, 13 March 2011 21:34

Just because you like a bug does not make it not-a-bug.

Geee, the same old game that never gets old! Twisted Evil

Just because you want to call something in some weird way doesn't give you the right to make it stick, just like lumping two different things together in the same thread won't make them related. Deal

I don't care how many people call chaff or warp 10.04 bugs. They aren't. They were put there just the way they are by the game's developers. Chaff adds balance. Warp 10.04 is just a harmless artifact or the coordinate system. Find something else to complain about. Try to make sense while you're at it. It will be good for you.


Mad Arguing Wall Bash Hit over head Furious Fire bounce WTH Confused3 Going insane Head Explode Hit Computer Yelling

That a bug isn't a problem doesn't make it not a bug!

And the list even says "Known Bugs/'Features'"!

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Re: Things to add to Known Bugs. Sun, 13 March 2011 21:06 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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magic9mushroom wrote on Mon, 14 March 2011 00:56

the list even says "Known Bugs/'Features'"!

"features", limitations, outright coding mishaps, exploits, inconsistencies... the coordinate system is none of these. Rolling Eyes

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. Dueling

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. Deal



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Things to add to Known Bugs. Sun, 13 March 2011 21:50 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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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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Re: Things to add to Known Bugs. Mon, 14 March 2011 00:01 Go to previous messageGo to next message
BlueTurbit

 
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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.


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.







BlueTurbit Country/Rock

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Re: Things to add to Known Bugs. Mon, 14 March 2011 01:28 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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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.


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.







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]

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Re: Things to add to Known Bugs. Mon, 14 March 2011 01:50 Go to previous messageGo to next message
Eagle of Fire

 
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Re: Things to add to Known Bugs. Mon, 14 March 2011 03:00 Go to previous messageGo to next message
BlueTurbit

 
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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.


The sqrt(2) is an irrational number... and so are you. Razz

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/Rock

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Re: Things to add to Known Bugs. Mon, 14 March 2011 07:02 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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magic9mushroom wrote on Mon, 14 March 2011 02:50

Please explain how rounding errors allowing you to travel further than is meant to be allowed is not a bug.

What rounding errors? Further than exactly who meant to be allowed?? Shocked

The Game Developers (a.k.a the Jeffs) decided that it should be just that way. It's been documented and well-known since the beginning. Their math is, at least in this, flawless. The coordinate system works that way. That it doesn't seem that way to you is not their nor anyone else's fault. Deal

The issue has now been explained at length, perhaps even ad nauseam. Whatever still bugs you about it go hash with a good book on elementary math. Playing the Tutorial again won't hurt either. Paying due attention to the game's interface, workings and design would be needed if you're still unable to understand what everybody is trying to tell you. Returning your brain to the maker claiming it's hopelessly faulty should only be a last resource. Whip


[Updated on: Mon, 14 March 2011 10:27]




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Things to add to Known Bugs. Mon, 14 March 2011 07:09 Go to previous messageGo to previous message
m.a@stars is currently offline m.a@stars

 
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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.

I couldn't have explained it better. Rolling Eyes

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. Deal



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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