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Home » Stars! 2.6/7 » The Bar » Colony/Cargo Ship With empty Slot (Policing problem)
Colony/Cargo Ship With empty Slot Thu, 02 August 2012 19:49 Go to next message
LittleEddie is currently offline LittleEddie

 
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From the Must Know, Bugs

Quote:
Colonize without Colonizer
If you use "Copy Selected Design" on a ship with a colonisation module (e.g. Santa Maria, Pinta, Spore Cloud, or user-created Privateer), then remove the colonisation module and leave the slot that contained it empty, the ship can still colonise planets despite not having a colonisation module.


Because of this bug, I would like to add to the "Normal Cheats are not allowed" thingie that we ban the use of any

Mini-Colony
Colony
Privateer
Small, Medium, Large or Super Freighter

ship with a empty Mech slot. This includes the "Scanner, Elect, Mech" and "General Purpose" slots.

I realize that this adds a cost, the Fuel Tank cost 5 ironium and 4 resources and the Bat Scanner cost 1 ironium, 1 germanium and 1 resource, at the beginning of the game, but I feel that is a bearable cost.

I just can't think of a way to police this otherwise.

Any ideas, thoughs on the matter?

Little Eddie




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Re: Colony/Cargo Ship With empty Slot Thu, 02 August 2012 22:33 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Do you mean for a specific game? That seems pretty excessive to me. A colony ship with an empty slot does not necessarily have the ability to colonize. If the type of ban you describe were necessary, you would need to extend it to scouts, frigates, destroyers,...
That seems kind of like banning cars because they might be used in a bank robbery.

Policing Colonize without Colonizer is simple.
(1)Tell players not to do it.
(2)Ban them or something (delete all their ship designs) if they do it anyway.

Banning every ship design that is capable of exploiting one or more of the disallowed features would require banning *every* ship design.

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Re: Colony/Cargo Ship With empty Slot Thu, 02 August 2012 22:52 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
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I can agree with that Niel,

Since your basic saying the same thing

Quote:
Policing Colonize without Colonizer is simple.
(1)Tell players not to do it.
(2)Ban them or something (delete all their ship designs) if they do it anyway.


So thank you, it's the "Tell players not to do it" that I would like to add to the "Standard Cheats"

Little Eddie

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Re: Colony/Cargo Ship With empty Slot Thu, 02 August 2012 23:11 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
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I'm sorry Neil, I didn't cover all your points.

Quote:
you would need to extend it to scouts, frigates, destroyers,...


If you want to use this bug on any of those ships, go right ahead!!! You would not be giving yourself an advantage, but would be penalizing yourself


Edit: And I do think we should ban Cars. (spoken as an american who didn't own a car from 1997 to 2009).


[Updated on: Thu, 02 August 2012 23:17]

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Re: Colony/Cargo Ship With empty Slot Fri, 03 August 2012 00:28 Go to previous messageGo to next message
neilhoward

 
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I have put colonizers on scouts and paired them with then obsolete freighters, in order to settle new planets.

On more than one occasion I have been stuck next to one or more hostile SDs, making DD colonizers nearly mandatory.

In Remorseless I am using Colony Ship hulls for pinnace duty. With the fuel mizer they really don't need extra fuel. I specifically created a new design so that there would be no way for an *accident* to happen.

We should definitely scrap our cars if we have ultimate recycling.

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Re: Colony/Cargo Ship With empty Slot Fri, 03 August 2012 07:02 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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LittleEddie wrote on Fri, 03 August 2012 01:49
I just can't think of a way to police this otherwise.

Any ideas, thoughs on the matter?

Many games send a copy of all m files for safeguarding and policing purposes to a trusted 3rd party. It's easy enough to check them for suspected foul play, even if no-one can scan the suspect planets/fleets. Sherlock



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Colony/Cargo Ship With empty Slot Tue, 11 September 2012 02:53 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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I believe, with high enough Con tech, that a Cargo Pod Mini-Colony Ship and "empty" Frigate can cost less than a Colonisation Module Mini-Colony Ship. Wink

You could, y'know, just police the actual problem.

(HE would be hurt significantly by loss of the empty MiniCol, btw. Not only is it useful as a ramscooping fuel-booster, it's also decent freighter chaff/chaff-sweeper.)


[Updated on: Tue, 11 September 2012 02:56]

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Re: Colony/Cargo Ship With empty Slot Tue, 11 September 2012 07:47 Go to previous messageGo to next message
nmid

 
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m.a@stars wrote on Fri, 03 August 2012 16:32
LittleEddie wrote on Fri, 03 August 2012 01:49
I just can't think of a way to police this otherwise.

Any ideas, thoughs on the matter?

Many games send a copy of all m files for safeguarding and policing purposes to a trusted 3rd party. It's easy enough to check them for suspected foul play, even if no-one can scan the suspect planets/fleets. Sherlock


Not all, sadly...
It should be a standard operating measure for every game (to create a new email id, perhaps?) and have all the turns sent to it for archival purposes.
Once the game is over, it should be made available to the public thus creating quite a knowledge repository as well.
It would keep everyone interested in staying long term in the community to play fair.



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: Colony/Cargo Ship With empty Slot Wed, 12 September 2012 12:39 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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nmid wrote on Tue, 11 September 2012 13:47
Not all, sadly...

Indeed. Sad

Quote:
It should be a standard operating measure for every game (to create a new email id, perhaps?) and have all the turns sent to it for archival purposes.

Yes

Quote:
Once the game is over, it should be made available to the public thus creating quite a knowledge repository as well.
It would keep everyone interested in staying long term in the community to play fair.

Interesting! Sherlock



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Colony/Cargo Ship With empty Slot Wed, 12 September 2012 21:35 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
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nmid wrote on Tue, 11 September 2012 07:47
Once the game is over, it should be made available to the public thus creating quite a knowledge repository as well.
It would keep everyone interested in staying long term in the community to play fair.



Now that's an idea I like, after the game is over you can go back and look at your turn and the other players.

You can see what worked, what didn't and find out the "How did they do that?"

Great Idea.

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Re: Colony/Cargo Ship With empty Slot Thu, 13 September 2012 01:23 Go to previous message
neilhoward

 
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Messages: 1112
Registered: April 2008
Location: SW3 & 10023
as a player, I personally don't mind sharing *my* game files after a game is done, but I know that not all players feel similarly. As a host I can understand that while not cheating, players may have some reasonable right to info on techniques/manoeuvres they do not wish to share with others.

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