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Minimum Damage Cheat Wed, 11 January 2012 23:06 Go to next message
m.a@stars is currently offline m.a@stars

 
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neilhoward wrote on Thu, 12 January 2012 02:22

Quote:


"minimum damage" is a major cheat and isn't usually allowed. Where did you get the idea that it was "standard"?


Jeff says it is a feature.

He did? Are you sure? Confused



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Re: Vanilla 2012 Wed, 11 January 2012 23:47 Go to previous messageGo to next message
neilhoward

 
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without a doubt. There is an interview with him concerning this and other exploits. It is easy enough to counter in any right.

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Re: Vanilla 2012 Thu, 12 January 2012 06:53 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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neilhoward wrote on Thu, 12 January 2012 05:47

without a doubt. There is an interview with him concerning this and other exploits. It is easy enough to counter in any right.

I've heard about that interview. URL?



So many Stars, so few Missiles!

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Re: Vanilla 2012 Thu, 12 January 2012 07:25 Go to previous messageGo to next message
Ashlyn is currently offline Ashlyn

 
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splain more please Cool

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Re: Minimum Damage Cheat Thu, 12 January 2012 10:58 Go to previous messageGo to next message
Eagle of Fire

 
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This is not a bug and has been known for very, very, very long. It is actually well documented on the Wiki if I remember well.

It is however banned by default in standard games because you could in theory build a very big fleet of ships equiped only with alpha or beta torpedoes and still manage to easily down opposing capital ships with them.

All this because the minimum damage that STARS! calculate is a percentage of the target hull instead of a fixed amount of hull. Even if every single hit should be a harmless sting STAR! end up removing 0.01% (if I remember well) of the target armour, which mean that you always require a fixed amount of hits on the target regardless of the hull point the ship or the whole fleet possess.

Since beta torpedoes cost practically nothing to produce en masse in the late game... It could turn the game into an horribly boring game of numbers while at the same time rendering high end technology like late weapons and late hulls (nubians) completely useless and obsolete.


[Updated on: Thu, 12 January 2012 11:00]




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Re: Minimum Damage Cheat Thu, 12 January 2012 11:53 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 Thu, 12 January 2012 16:58

This is not a bug and has been known for very, very, very long. It is actually well documented on the Wiki if I remember well.

It is however banned by default in standard games because you could in theory build a very big fleet of ships equiped only with alpha or beta torpedoes and still manage to easily down opposing capital ships with them.

Not theory. Happened in enough actual games that it had to be banned! Evil or Very Mad

Quote:

All this because the minimum damage that STARS! calculate is a percentage of the target hull instead of a fixed amount of hull. Even if every single hit should be a harmless sting STAR! end up removing 0.01% (if I remember well) of the target armour, which mean that you always require a fixed amount of hits on the target regardless of the hull point the ship or the whole fleet possess.

Since beta torpedoes cost practically nothing to produce en masse in the late game... It could turn the game into an horribly boring game of numbers while at the same time rendering high end technology like late weapons and late hulls (nubians) completely useless and obsolete.

And you say that's not a bug!?!? Laughing



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Re: Minimum Damage Cheat Thu, 12 January 2012 13:00 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Eagle of Fire wrote on Thu, 12 January 2012 16:58

All this because the minimum damage that STARS! calculate is a percentage of the target hull instead of a fixed amount of hull. Even if every single hit should be a harmless sting STAR! end up removing 0.01% (if I remember well) of the target armour, which mean that you always require a fixed amount of hits on the target regardless of the hull point the ship or the whole fleet possess.

Min damage Stars can handle is 1/512th part of ship's armor, or ~0.2%. The real caveat is, this min damage is applied to a WHOLE STACK, not a single ship in a stack. So in theory 512 single-slotted beta torps could destroy a max stack of 32000 Nubians in a single round of combat.

The counter to this is gattling weapons. To get to 512 single Beta torps one needs to split his torpedo ships into lots of sigle ship fleets, what's an ideal target for gattlings.

BR, Iztok


[Updated on: Thu, 12 January 2012 13:09]

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Re: Minimum Damage Cheat Thu, 12 January 2012 14:35 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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iztok wrote on Thu, 12 January 2012 10:00

Hi!
Min damage Stars can handle is 1/512th part of ship's armor, or ~0.2%. The real caveat is, this min damage is applied to a WHOLE STACK, not a single ship in a stack. So in theory 512 single-slotted beta torps could destroy a max stack of 32000 Nubians in a single round of combat.

The counter to this is gattling weapons. To get to 512 single Beta torps one needs to split his torpedo ships into lots of sigle ship fleets, what's an ideal target for gattlings.

BR, Iztok


Wouldn't this 512 single torp stacks require you to have no other fleets & trigger the battle board overload bug?

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Re: Minimum Damage Cheat Thu, 12 January 2012 21:50 Go to previous messageGo to next message
Eagle of Fire

 
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Actually, isn't even easier than that? I seem to remember that every single ship slot is counted individually in this cheat. Or maybe I'm mixing it up with something else...


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Re: Minimum Damage Cheat Thu, 12 January 2012 22:26 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
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I have it bookmarked:
http://starsautohost.org/sahforum/index.php?t=msg&th=238 7&start=0&rid=1480&S=dc86f127326d1911af1983aacdf b2430

This also effect Stone Age games where you have battles with large numbers of Beta Torpedos. The battle board sometimes shows a lot more damage then it should because of the 1/512ths rounding.
Quote:


0.2% Minimum Damage:
Stars records damage to armour in a fleet/stack as in 1/512ths (0.2%). Any shots in combat (that do armour damage) will be rounded up to the next 1/512th of the total armour in the stack. Normally this isn't an issue, but can be abused. By Building 100+ DDs or nubs with alpha/beta torps, and splitting them into individual fleets just before combat, you will fire a very large amount of slavos (100 fleets of nubs with 9 slots each with beta torps = 900 salvos). Normally these would only do a little bit of damage, but because they are all individual salvos they will each do 0.2% damage, and with 900 slavos that is 180% damage. Which would kill one enemy token/stack outright and damage another by 80%, and this is per round of shooting. The number of missiles per slot won't increase the damage, but having 2 or 3 in the slot will give you a second or third chance to make that salvo hit (missed missiles don't damage armour). Note that shields aren't calculated this way. And the 0.2% rule doesn't override the one missile = one kill rule, so when the stack is at 99% damage you will still need one missile per ship to do the killing blow. The best counter tactics for this are first to split up your fleet into several smaller tokens (thus it will only kill part of your fleet), and to have gatling armed beam ships (as they do damage to each token in range).

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Re: Vanilla 2012 Fri, 13 January 2012 00:43 Go to previous messageGo to next message
neilhoward

 
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m.a@stars wrote on Thu, 12 January 2012 03:53

neilhoward wrote on Thu, 12 January 2012 05:47

without a doubt. There is an interview with him concerning this and other exploits. It is easy enough to counter in any right.

I've heard about that interview. URL?

It might take a while to find, but I will get it for you.

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Re: Minimum Damage Cheat Fri, 13 January 2012 04:20 Go to previous messageGo to next message
torben is currently offline torben

 
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Eagle of Fire wrote on Thu, 12 January 2012 21:50

Actually, isn't even easier than that? I seem to remember that every single ship slot is counted individually in this cheat. Or maybe I'm mixing it up with something else...


It goes a step further in such games.

Stars does not only have a 1/512th limit but it is also unable to deal armor damage with less precision then 1 dp per ship, which is actually the most difficile part.

Even a single Ship with a single torp seems to have to deal at least 1 dp per ship. So take a single Beta Destroyer with 3 torps. Lets assume for the moment luck gives you three hits.

You fire on a 100 frigate stack, 45 dp each for a total of 4.500 dp. From what I have seen in SAS5, the attacker does 300 damage per slot, in the simple example it would reduce the frigates by 900 dp to 3.600 dp. Quite a hefty damage tag for a single attacker.

You and me both profited on this in our little war we had in SAS5 Wink

This is mainly a problem with small armor values by the defender and the low tech torp weapons. Already with a Destroyer (200 dp) the actual effect on the defender is much slimmer.

Of course, if you wanted to, some 10-15 individual beta torp destroyers should be able to kill off any FF fleet within a single combat turn (unless you're IS and have Croby Shamor of course).

Torben

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Re: Minimum Damage Cheat Fri, 13 January 2012 09:25 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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How does 300 damage to 100 ships follow from "minimum 1 damage per ship"? Confused

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Re: Minimum Damage Cheat Fri, 13 January 2012 14:26 Go to previous messageGo to next message
torben is currently offline torben

 
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magic9mushroom wrote on Fri, 13 January 2012 09:25

How does 300 damage to 100 ships follow from "minimum 1 damage per ship"? Confused


Each of the three torp slots on the destroyers are counted seperately. Thus three hits with 100dp each.

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Re: Minimum Damage Cheat Fri, 13 January 2012 16:40 Go to previous messageGo to next message
Eagle of Fire

 
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Except that missiles still miss per normal, so in reality you never hit with 100% of the torpedoes.


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Re: Minimum Damage Cheat Sat, 14 January 2012 14:34 Go to previous messageGo to next message
torben is currently offline torben

 
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Eagle of Fire wrote on Fri, 13 January 2012 16:40

Except that missiles still miss per normal, so in reality you never hit with 100% of the torpedoes.


That is true, I was simplifiyng the example of course.

But take a hit probability of more the 33% and three ships in a token and you are fine. It is enough if one missile per slot per token hits to get that 1 dp per ship.


Torben

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Re: Minimum Damage Cheat Sat, 14 January 2012 15:55 Go to previous messageGo to next message
neilhoward

 
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But when missiles "miss", they still damage any shields by 1/8 the missile yield. Very Happy http://starsautohost.org/sahforum/index.php?t=msg&th=206 5&rid=1205&S=9f4bbc132fcbc41654b78c058934b116&pl _view=&start=25#msg_17755

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Re: Minimum Damage Cheat Mon, 23 April 2012 06:21 Go to previous messageGo to next message
jscoble is currently offline jscoble

 
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So let me get this straight - if one side has a stack of 512 ships, a single missile hitting will do at least one ship's worth of damage?

So throwing 1000 nubians at someone who is gating in forces to defend, and won't have had time to group them all together, is not a good strategy?

(In that scenario, even a Jihad BB would be inflicting way more damage than it should, since every missile slot that hits at all will do 10,000dp damage.)

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Re: Minimum Damage Cheat Mon, 16 July 2012 00:52 Go to previous messageGo to next message
neilhoward

 
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jscoble wrote on Mon, 23 April 2012 03:21
So let me get this straight - if one side has a stack of 512 ships, a single missile hitting will do at least one ship's worth of damage?

So throwing 1000 nubians at someone who is gating in forces to defend, and won't have had time to group them all together, is not a good strategy?

(In that scenario, even a Jihad BB would be inflicting way more damage than it should, since every missile slot that hits at all will do 10,000dp damage.)

I think it is 500 rather than 512.

neilhoward wrote on Thu, 12 January 2012 21:43
Quote:
m.as tars wrote on Thu, 12 January 2012 03:53]neilhoward wrote on Thu, 12 January 2012 05:47
without a doubt. There is an interview with him concerning this and other exploits. It is easy enough to counter in any right.

I've heard about that interview. URL?

It might take a while to find, but I will get it for you.

Thanks Blue Turbit
http://wiki.starsautohost.org/wiki/Known_Bugs#0.2.25_Minimum _Damage

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Re: Minimum Damage Cheat Mon, 16 July 2012 08:23 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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neilhoward wrote on Mon, 16 July 2012 06:52
Thanks Blue Turbit
http://wiki.starsautohost.org/wiki/Known_Bugs#0.2.25_Minimum _Damage

A very short "interview"! Sherlock



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Re: Minimum Damage Cheat Mon, 16 July 2012 10:50 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
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As much pain as the min dam loophole can be, there are quite some counters to it which rather add to the depth of battles and tact & strat.
  • armour becomes more important again
  • battlespeed becomes more important
  • gattling guns are very very deadly vs lots of single token torp-ships
  • chaff vs torps works different than vs missiles but the usage of chaff is possible (but might be of completly different designs and expensive in comparison to missile chaff)
  • splitting your fleets, possibly also with different battle orders, is also quite interesting
Everybody must be very much aware of the battleboard overload (maximum of 256 tokens) and it might be wise to introduce a general rule that no player may show up in a battle with more tokens than:
  • 256/(number of players)
  • allied players can swap their share of tokens between each other provided they communicate well enough to do so
For the side trying to use the min dam loopholes there are quite some risks involved. It's not that there are only advantages:
  • the above mentioned gattlings are a real killer
  • when deploying your torp ships in single tokens, you loose all the advantages coming with stacked shields
  • especially in battles with 3 or more sides, you never really know where your torp ships might move to and what ships they'll really attack
  • targetting chaff or the right design but wrong token, basically wastes your torp ships
So as a side effect, when allowing the usage of the min dam loophole, battles become a lot more complicated and unpredictable, sometimes rather a gamble, especially with more than 2 players on the battle board. Especially the unpredictability I found a two-edged thing: while most of us probably tend to value the mathematical and predictable side of Stars, a really good tact & strat game should also involve a random factor (as phrased nicely in "Player of Games" by Iain M. Banks, btw a superb Sci-Fi author).

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Re: Minimum Damage Cheat Mon, 16 July 2012 12:57 Go to previous messageGo to next message
Eagle of Fire

 
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Quote:
chaff vs torps works different than vs missiles but the usage of chaff is possible (but might be of completly different designs and expensive in comparison to missile chaff)

Care to explain why chaff would work differently against torp than against missiles? I always use my chaff against both and I never noticed a difference. Except that you practically never see a horde of beta ships in any game, I mean.

Also, I am yet to participate in a game in which chaff is not used or unimportant. Why do I get the feeling many people participating in this thread instead take for granted that people are not aware of this?



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Re: Minimum Damage Cheat Mon, 16 July 2012 14:18 Go to previous messageGo to next message
nmid

 
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Eagle of Fire wrote on Tue, 17 July 2012 01:57
Quote:
chaff vs torps works different than vs missiles but the usage of chaff is possible (but might be of completly different designs and expensive in comparison to missile chaff)

Care to explain why chaff would work differently against torp than against missiles? I always use my chaff against both and I never noticed a difference. Except that you practically never see a horde of beta ships in any game, I mean.

Also, I am yet to participate in a game in which chaff is not used or unimportant. Why do I get the feeling many people participating in this thread instead take for granted that people are not aware of this?


Check the attractiveness of chaff for missiles vs torps.
Probably, in certain cases, the difference caused will result in your chaff not being the #1 target for torpedoes.

Further explanation >
Torps generally find regular chaff half as attractive as missiles at the same accuracy (and no jamming).
For eg, a 8 res, 2 bor scout chaff has an attractiveness of .9 (missiles) vs .45 (torps) at an accuracy of 90%.

If we consider the glacier game setup, then torps have better accuracy as missiles don't have nexi (and only comps) to use as crutches.
The point is even though this (the difference in attractiveness) will be replicated for all classes of target ships, it will probably mess up the order of targets and your chaff might not be the #1 target for enemy torps/missiles.

ps - Thanks for reminding me of this fact. I didn't remember to factor this in one of my games I'm currently playing, where upsilon BBs have started making an appearance.

edit - I checked a couple of egs. nubians and chaff vs missiles/torps but the order remains the same so far. Perhaps it might change when I check on my bombers and freighter chaff (?)...
Anyways, you would be better off checking it at the glacier level DDs and alpha-jihad level ships with the chaff still not getting the miniaturization benefits.


[Updated on: Mon, 16 July 2012 14:23]




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Re: Minimum Damage Cheat Mon, 16 July 2012 22:53 Go to previous messageGo to next message
Eagle of Fire

 
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... Really? I never noticed this.

I use STARS! Calculator to calculate the attractiveness of all my ships when I want to make sure my chaff will always be the first to be targeted.

This method is yet to let me down.



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Re: Minimum Damage Cheat Tue, 17 July 2012 02:58 Go to previous messageGo to previous message
neilhoward

 
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There are a several issues with chaff to be accounted for, including attractiveness, cost, and miniaturization. Miniaturization affects cost. Miniaturization and cost both effect attractiveness.

Standard beams, sappers, gatlings, range zero beams, torps, and missiles deal with attractiveness differently because they deal damage differently.

Cost is important. E.g. if both sides are still using jihads, and attack SB orders are allowed, then it is generally cheaper to just build more main line ships (only allocating leftover res and minerals to chaff).

If min dmg is allowed, the cost of more expensive chaff is offset by the potential cost of ships that would otherwise be lost.

In late game (when all planets are dry and tech is maxed) the functional cost of chaff is increased, and the attractiveness of FM FF chaff plummets.

Min Dmg makes small freighter chaff and shielded chaff more viable, and more valuable.

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