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Re: Colonization Module Check |
Sat, 17 September 2011 12:59 |
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BlueTurbit | | Lt. Commander
RIP BlueTurbit died Oct. 20, 2011 | Messages: 835
Registered: October 2002 Location: Heart of Texas | |
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neilhoward wrote on Thu, 15 September 2011 13:20 | I have recommended that the Colonization Module Check be added to The list of known bugs: player exploitable section.
Update: It is now included in the list.
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But is listed under a different name:
Quote: | Colonize without Colonizer
if I make a copy of a colonizer design (Santa Maria, Spore Cloud, Pinta , Privateer usw.) without Colonization module, can the copy still colonize a planet without having a colonizer module on board.
[Updated on: Thu, 15 September 2011 13:33] by Moderator
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BlueTurbit Country/RockReport message to a moderator
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Re: Copies of colonizer ships can colonize without Colonization module |
Wed, 21 September 2011 18:13 |
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neilhoward wrote on Wed, 21 September 2011 21:06 | The check fails when editing ship designs as well as copying them.
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Take a normal game copy your Santa Maria and remove the kolonizer modul. You still can kolonize.
ccmaster
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Re: Copies of colonizer ships can colonize without Colonization module |
Mon, 16 January 2012 00:09 |
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Marduk | | Ensign | Messages: 345
Registered: January 2003 Location: Dayton, OH | |
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I wonder - a couple of times I experimented with using specialized ship designs (I had plenty of available design slots) with carefully calculated attractiveness, mass, battle speeds and orders to force opponents ships to move in a particular way. Based on what I know of the battle engine it should have worked, but didn't. What bothered me the most about that was that the results were consistent and repeatable, and matched what I would have expected if the attractiveness calculations were wrong for most of the designs.
I have often based designs around the attractiveness calculations in order to insure my ships were targetted in a specific order. Many times I've had battle results that made no sense, assuming the formulas for attractiveness were correct.
Perhaps there is a copy-related bug in that code as well? I think in future I will avoid copying designs no matter how much more convenient it may be.
Edit: By the way, there is a discrepancy in benefits from the colonizer bug - a race that colonizes more worlds (better hab or plans to use reds extensively) benefits more than a race that won't colonize much. This somewhat penalizes HP races, for example, as compared to -f and HG races.
[Updated on: Mon, 16 January 2012 00:58]
One out of five dentists recommends occasional random executions to keep the peasants cowed and servile.Report message to a moderator
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Re: Copies of colonizer ships can colonize without Colonization module |
Fri, 09 March 2012 23:37 |
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sprocket | | Chief Warrant Officer 1 | Messages: 138
Registered: November 2002 Location: Illinois US | |
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Okay, I read your post, you saw this ship in battle, MY ship, except that you are playing Carrion in Stone age. Your original posting said:
Since this scan was obtained in battle with Enlightened, he is the only one I have fought and my ships have never been in battle with yours, in fact we are on opposite sides of universe, you have just told all of us that you are playing both Enlightened and Carrion, is this correct?
Edit: Eddie, it should be known that 5 players can testify to the facts of the battles since they were present. Since you stated you observed the battle in your turn you know this to be true.
[Updated on: Fri, 09 March 2012 23:48]
Dieter of sprocketsReport message to a moderator
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Re: Copies of colonizer ships can colonize without Colonization module |
Sat, 10 March 2012 07:27 |
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Jools and LittleEddie are two different people to my knowledge.
I have played with/against them in Knife Fight 1, where Jools played the crocodiles and Eddie played the Peacenics.
Eddie was my nominal ally in the game.
They did not work together while I was still alive in the game.
I think LittleEddie let slip that he and Jools are sharing intel quite closely in this game though
Wonder how that will affect the political relations of all the parties involved.
ps - LittleEddie did contact me, but I suggested that he talk to playing host Mogs (played with him in Reanimation).
I offered to check the past turns, but only if the host wanted a neutral 3rd party to check.
Edit - It's pretty simple to check if the colonisers have been used for colonnisation or not. Simply check how many were built and how many are still around.
Even if some died in battle, it can't be a lot of them... and everyone has past files in their mail boxes, so that can be verified.
Regards,
Nmid.
[Updated on: Sat, 10 March 2012 07:31]
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.Report message to a moderator
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Re: Copies of colonizer ships can colonize without Colonization module |
Sun, 11 March 2012 12:35 |
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Greenstink | | Chief Petty Officer | Messages: 76
Registered: January 2011 | |
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sprocket wrote on Fri, 09 March 2012 17:04 | That is my ship, I had 2 of this Santa Maria taking turns transporting 2kt pop from my HW to Down and Out for pop drop tech trading, I have been doing this in the presence of 6+ other races for over 20 turns at my HW, it was a cheap ship with lots of fuel to transport tiny amounts of pop, I did not know about this bug or that this ship model was a cheat, this ship was used for transport in plain sight of many players, had I known it was considered a cheat ship I would not have used it, and if I intended to cheat then I am pretty stupid to do it in the midst of so many players. I apologize for causing a stir.
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Not so sure i understand? Down and Out is hundreds of lightyears away from your colonies and not being a trading spot for tech since its one of my breeder colonies.
Da Orcs Smasha anz Brecka itz alz, Den wez drikz alz da stunty beer anz slepzReport message to a moderator
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