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Re: Known Cheats Tue, 15 April 2014 04:48 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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XAPBob wrote on Mon, 14 April 2014 21:45
They're indistinguishable in terms of the M file - you just know how many ships were lost, without the m AND x files from previous years you can't tell which.

So, zero ships killed cannot be noticed? That's just the kind of message that pokes the eye when reviewing a turn. Shocked

As for knowing the ID # of the lowly casualties, I realize that probably requires actually opening the Ship Designer after checking scan data from the previous turn. Not so hard? Rolling Eyes


Quote:
I don't think tanking is an issue - if we do then mixed fleets are over

Need I point out that across more than a hundred games I have almost never seen an unintentional instance of "tanking" despite pretty much everyone's use of mixed fleets of all flavors and design IDs? That might be why I won't worry about mixed fleets but you can bet I'll very closely watch anyone suffering even just one "lucky" event of "tanking". Sherlock


Quote:
chaff sweeping (which for some reason has drawn no objectors...

Oh, there were objections back in the day, but consensus was quick that it wasn't cheap, it was almost precisely spelled out in the helpfile, and it weakened defensive minefields only so much. Hit over head



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Re: Known Cheats Tue, 15 April 2014 04:57 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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magic9mushroom wrote on Tue, 15 April 2014 06:03
Why is this "suspicious" at all?

Plain statistics. See above. Whip


Quote:
Why do you keep repeating the nonsensical claim that accompanying every single sweeper fleet (which still have to be at least DDs) with a BB is "cheap and unanswerable"?

The nonsense is pretending that any ship that cannot stand a minehit on its own will automagically be allowed to do so just because there's a bigger ship (the "tank") sharing the hit. Shame


Quote:
You're still saying that mixed fleets should be banned, you're just claiming there should be leeway in enforcing it. Mad

Whoa! That's the exact opposite of what I've been saying. It's not me who's trying to shield the questionable tactics of "tanking" under the wider umbrella of mixed fleets!

And yes, enforcement leeway would be better than hard-and-fast rules designed to take advantage of the unwary. Using the brain is a prerequisite for playing Stars!" after all. Sherlock



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Re: Known Cheats Tue, 15 April 2014 06:24 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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If you have a mixed fleet, with a weak ship and a stronger ship the either:
- The weak ship is first and the "dodge" is triggered
- The weak ship is second and the damaged is "tanked"

In the second case the damage is all taken, it's like designing "nubian chaff" - high dp vessels which are more attractive than your beamers/sappers. And we don't tend to do that...

Even with multiple "strong" designs you can't split the damage equally across all ships, because the Stars! code is fixed - there is unlikely ever to be an update, the first design will take more damage than the later designs.

Therefore we either accept that this is an intentional decision (and it looks like it is) with an unintended consequence of the damage vanishing (hence banning the dodge) or we assume the Jeffs put a significant amount of logic into the game for fun? Surely an equal spread of damage would have been far easier to calculate!

In terms of the messages
197;5;\s has been stopped in a \L \M mine field at \n.
198;6;\s has been stopped in a \L \M mine field at \n. Your fleet has taken \i damage points but none of your ships were destroyed.
199;7;\s has been stopped in a \L \M mine field at \n. Your fleet has taken \i damage points and \i of your ships were destroyed.
200;6;\X\F has been annihilated in a \L \M mine field at \n.
201;4;\s has been stopped in your \M mine field at \n.
202;5;\s has been stopped in your \M mine field at \n. Your mines have inflicted \i damage points, but you didn't manage to destroy any ships.
203;6;\s has been stopped in your \M mine field at \n. Your mines have inflicted \i damage points and you have destroyed \i of the ships.
204;5;\X\s has been annihilated in your \M mine field at \n.
351;5;\F has been annihilated in a \L \M mine field at \n.
352;6;\s has been damaged by a detonating \L \M mine field at \n. Your fleet has taken \i damage points but none of your ships were destroyed.
353;7;\s has taken damage from a detonating \L \M mine field at \n. Your fleet has taken \i damage points and \i of your ships were destroyed.
354;4;\F has been annihilated in your \M mine field at \n.
355;5;\s has been damaged by your detonating \M mine field at \n. Your mines have inflicted \i damage points, but you didn't manage to destroy any ships.
356;6;\s has been damaged by your detonating \M mine field at \n. Your mines have inflicted \i damage points and you have destroyed \i of the ships.

Message 199/203 and 353/356 are the only cases where damage *can* have vanished - although not all of these are violations.

198/202, 352/355 are the "noone died" messages - but that is somewhat normal for much of the game, and means that ALL the damage has been dished out.

I don't understand why there is an issue with "tanking" - that seems to be exactly what everyone else is suggesting *should* be done.



To find which ships have died you need to check the fleet, you need to check the composition the year before, and the orders from the year before to ensure that nothing was split/merged. That's non trivial, and certainly very hard to automate, even on SAH - as a host I never get the X files anyway, so I'd never be able to do it...
Looking for the above mentioned "killed a few ships" messages gets you almost all the information you need.

But I can't believe you've never seen a case where a ship has received less damage from a minehit that it would have done alone - because that happens in EVERY mixed fleet.


[Updated on: Tue, 15 April 2014 06:29]

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Re: Known Cheats Tue, 15 April 2014 06:42 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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m.a@stars wrote on Tue, 15 April 2014 18:57
magic9mushroom wrote on Tue, 15 April 2014 06:03
Why is this "suspicious" at all?

Plain statistics. See above. Whip


No, you're missing the point. What is suspicious about it at all? We've agreed that the damage allocation algorithm is only noteworthy in the case of the mine damage dodge and is not actually helpful in other situations. So, um, what's the big deal? If it's not worth doing in the first place, why ban it?

Quote:
The nonsense is pretending that any ship that cannot stand a minehit on its own will automagically be allowed to do so just because there's a bigger ship (the "tank") sharing the hit. Shame


This is equivalent to saying that a ship that can't take a minehit on its own shouldn't be allowed to do so because there are 4 other ships in the fleet.

But regardless, "tanking" applies only to ships that can survive a minehit as a fleet but not as a single ship, and will always apply to those ships (when in a fleet of less than 5) unless mine damage dodge is used. So, do you want to ban fleets with 1 BB and 1 DD in them? How about one B-52 and one BB? Yes, or no?

Quote:
Whoa! That's the exact opposite of what I've been saying. It's not me who's trying to shield the questionable tactics of "tanking" under the wider umbrella of mixed fleets!

And yes, enforcement leeway would be better than hard-and-fast rules designed to take advantage of the unwary. Using the brain is a prerequisite for playing Stars!" after all. Sherlock


Tanking is unavoidable for many configurations of mixed fleets without using mine damage dodge. That's a fact, so unless you want to start banning whole swathes of fleet compositions, you can't ban it.

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Re: Known Cheats Tue, 15 April 2014 14:46 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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I have an idea for a simple way to effectively nerf mine damage dodge.

Game rule: At all times, all single-weapon ship designs must appear later in your ship design list than all multi-weapon ship designs and all weaponless ship designs. Ship designs that you start the game with (e.g. Armed Probe) are not subject to this rule until 2450.

(Note: the year 2450 can be changed to some other suitable year determined by the game creator based on the anticipated speed of the game.)

This rule would force chaff to be listed after any ship design that chaff would be used to protect from mine damage.
In games with this rule, you could use ships other than chaff as your mine damage absorbers.
To cheaply exploit mine damage dodge, you'd need to dedicate a design slot to a naked ff (engine only). I am of the opinion that dedicating a design slot is a sufficiently high price to pay to enable this exploit.
You could also still exploit mine damage dodge by putting a 2nd x-ray on your chaff, which to me is also a sufficiently high price to pay--you are either dedicating a design slot in addition to your standard chaff, or you are going to build all of your chaff with two x-rays.








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Re: Known Cheats Tue, 15 April 2014 18:02 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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That's a huge mm and planning cost to get all the ships in the right slots, and leave gaos for upgrades etc...

The dodge is fairly easy to avoid - in the early years reserve slot 16 for chaff and minicolo designs.

Ok, there is still opportunity for ships to be "wrong", but if you lose 20 bombers noone will sayit was a dodge exploit...

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Re: Known Cheats Wed, 16 April 2014 12:44 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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XAPBob wrote on Tue, 15 April 2014 12:24
I can't believe you've never seen a case where a ship has received less damage from a minehit that it would have done alone - because that happens in EVERY mixed fleet.

You can believe that more people would have noticed years ago if it often happened that a weak ship survived a minehit it never should have. Twisted Evil

But in line with your listing of all the possible options, lets recap a bit:

1) Whenever an entire fleet dies by minehit, no one cares or notices about dmg allocations. Rolling Eyes

2) Whenever an entire fleet survives a minehit, dmg allocation has happened and is unavoidable, but if every ship could have survived the hit on its own, do we care that their dmgs are slightly off-kilter? Do they matter? In battle perhaps? How much? Plenty of games, players, and battles that this bug didn't seem to affect would tell us that "not a lot". Sherlock

3) Whenever a cheap "decoy" manages to soak much more dmg than it should, dying in the process so other ships survive relatively unscathed, the bug has significantly altered the outcome. Even if it can't be shown that it was triggered on purpose, the "benefits" should be erased. Everybody agrees on that, I believe. Cheers

3a) The "decoy" turns out to be a large number of chaff, perhaps all the chaff in the fleet. The "benefits" can be weighed against the losses, and penalties sized accordingly.

4) Whenever a weak ship survives a minehit it should never have, the bug has totally altered the outcome. Even if it can't be shown that it was triggered on purpose, the "benefits" should be erased. Is should be easy to agree on that, too. Hit over head

4a) A large number of chaff is sacrificed so a weak ship survives a minehit it should never have. See case 4) Work at computer

Am I missing some other important cases? Do we need to add significant sub-cases? Lurking

Case 1) Is easy to police and decide. Case 2) Is easy to detect, harder to decide. Human judgement required. Case 3) is easy to check against historic data, yet it might require human judgement. Same for 3a). Case 4) can be checked against historic data, and the only judgement required would be the size of the penalty. Same for 4a).

Note that for all cases, I'm only looking at the "benefits", plus perhaps intentionality. I don't need to define any other rules to get rid of abuses. I don't need to ban tactics nor game "mechanics". I go straight to the value of what is achieved from triggering a bug, and decide the penalty directly from the size of the advantage gained. This way, even case 2) turns out to be not so hard to decide. Cool

Finally, this is not the only process that can make good use of historic data, even of X files (which SAH backups IIRC), so we better get used to the idea of building and using our own "history" files.

XAPBob wrote on Tue, 15 April 2014 12:24
we either accept that this is an intentional decision (and it looks like it is) with an unintended consequence of the damage vanishing (hence banning the dodge) or we assume the Jeffs put a significant amount of logic into the game for fun? Surely an equal spread of damage would have been far easier to calculate!

Who knows with the Jeffs. Shocked

I'd rather believe they used one of their usual code shortcuts to speedup/simplify dmg allocation, perhaps assigning rounding errors to the 1st handy place, didn't find any significant problems and went ahead with more pressing things. The years it took for this bug to be noticed would seem to support their (hasty) decision. Hit Computer
...




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Re: Known Cheats Wed, 16 April 2014 12:56 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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XAPBob wrote on Tue, 15 April 2014 17:02
That's a huge mm and planning cost to get all the ships in the right slots, and leave gaos for upgrades etc...


I don't think it is, actually.

How many single-weapon designs do you expect to have in a game?

For me, it's just chaff. I don't build anything else that has just one weapon. And I haven't seen other players build any as well.

Maybe it wasn't clear in my wording...I mean one single weapon added to the design, not one single slot used for weapons on the hull.

So really, you don't need to do any planning other than not building something in the #16 slot before you start building chaff. Or rather, if you do build something in the #16 slot before you start building chaff, it needs to be a short-lived specialty design (the kind of thing that we sometimes build in the very early game).

When it is time to start building chaff, just design your chaff, then copy the design until the design list is full, then delete all of the chaff designs except for the last one in your design list.


Quote:
The dodge is fairly easy to avoid - in the early years reserve slot 16 for chaff and minicolo designs.


Yes. This is my point, essentially. My proposed rule roughly says "You must put chaff in slot 16" (defining chaff as any design with a single weapon), and it gives players two options for exploiting mine damage dodge: either put two weapons on all your chaff, or use a dedicated design (presumably weaponless).



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Re: Known Cheats Wed, 16 April 2014 13:05 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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magic9mushroom wrote on Tue, 15 April 2014 12:42
No, you're missing the point. What is suspicious about it at all? We've agreed that the damage allocation algorithm is only noteworthy in the case of the mine damage dodge and is not actually helpful in other situations. So, um, what's the big deal? If it's not worth doing in the first place, why ban it?

If your point is that some people are devoting an excessive amount of effort to get something "of no real benefit" allowed, nope, I'm not missing it at all. Whip

Call me old-fashioned and paranoid, but I'd rather go with the far easier option of letting the "standard cheat disclaimer" (the one that allows chaff, fleet splitting, and some times repair-after-merge, banning everything else) unchanged. It's not broken, don't fix it! Rolling Eyes


Quote:
This is equivalent to saying that a ship that can't take a minehit on its own shouldn't be allowed to do so because there are 4 other ships in the fleet.

Are you sure about that? Perhaps you meant "a ship that can take..." Confused

Anyway, see above for a longer explanation of what I'm trying to say. Lurking


Quote:
"tanking" applies only to ships that can survive a minehit as a fleet but not as a single ship,

This is equivalent to saying that a recently discovered bug should be exploited in at least some cases. Which is definitely not the same as saying that any significant benefits of triggering the bug should be banned. Not all cool and "interesting" things that can be done should be allowed, after all. Teleport


Quote:
Tanking is unavoidable for many configurations of mixed fleets without using mine damage dodge. That's a fact, so unless you want to start banning whole swathes of fleet compositions, you can't ban it.

I don't care about fleet mixes or even intentionality, because this bug is no different from others in that following the benefits leads us to the solution of the problem. Sherlock



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Re: Known Cheats Wed, 16 April 2014 13:08 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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skoormit wrote on Tue, 15 April 2014 20:46
I have an idea for a simple way to effectively nerf mine damage dodge.

Mine is simpler, and since you're already looking at costs vs benefits... Rolling Eyes



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Re: Known Cheats Wed, 16 April 2014 13:26 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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XAPBob wrote on Tue, 15 April 2014 05:24
Therefore we either accept that this is an intentional decision (and it looks like it is) with an unintended consequence of the damage vanishing (hence banning the dodge) or we assume the Jeffs put a significant amount of logic into the game for fun? Surely an equal spread of damage would have been far easier to calculate!


The Jeffs perhaps did not anticipate the mine damage dodge strategy, but I don't think they put extra logic into into the damage spread calculation. Rather, they just did it in a way that, to us, appears non-intuitive.

The intuitive way to calculate the damage, to us, is to divide the damage equally among all ships (in cases of less than 5 ships in a fleet) or apply minimum damage to all ships (in cases of 5 or more ships in a fleet).

Of course, things always become much more complicated when it's time to write the code. And the Jeffs ended up with an algorithm that does something roughly like this:

1) For each design in the fleet
   assign minimum mine damage to each ship with that design
2) If the total amount of distributed damage is still less than the minimum fleet damage for this mine type
   Assign the first design in the fleet an additional amount of damage equal to the minimum damage * (5 minus the number of ships in the fleet)



Major caveat here: I'm not certain if the algorithm is adding "missing" damage to the first design based on the number of "missing" ships (less than 5 ships in the fleet) or the number of "missing" designs (less than 5 designs in the fleet). It's easy to test that, but I'm not going to right now, because it appears immaterial to my thesis.

To me, this is not a bug. It seems like a bug because we think that when a fleet has less than five ships, regardless of number of designs, the minimum fleet damage should be spread equally among all ships in the fleet. But we have no clear indication that the Jeffs intended for that to be the case. Maybe they liked the idea of the first design taking extra damage in small mixed fleets. Maybe it did not occur to them that this could lead to abuse that many players would consider unbalancing.

In the end, though, it doesn't really matter if it is a bug or a feature. It exists, and we attempt to determine the best way to live with it.


[Updated on: Wed, 16 April 2014 13:28]




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Re: Known Cheats Wed, 16 April 2014 13:30 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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m.a@stars wrote on Wed, 16 April 2014 12:08
skoormit wrote on Tue, 15 April 2014 20:46
I have an idea for a simple way to effectively nerf mine damage dodge.

Mine is simpler, and since you're already looking at costs vs benefits...


No, yours is not simpler.
Yours requires an in-game subjective analysis of costs and benefits on a case by case basis.
Mine is a simple rule that balances the costs and benefits of utilizing the strategy and requires no subjective in-game analysis.



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Re: Known Cheats Wed, 16 April 2014 13:47 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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skoormit wrote on Wed, 16 April 2014 19:30
Yours requires an in-game subjective analysis of costs and benefits on a case by case basis.

...while yours requires doing the same before the game even starts (and perhaps for all games from here to eternity?). Which won't work. And that's without considering the built-in loopholes. Shocked



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Re: Known Cheats Wed, 16 April 2014 14:21 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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m.a@stars wrote on Wed, 16 April 2014 12:47
skoormit wrote on Wed, 16 April 2014 19:30
Yours requires an in-game subjective analysis of costs and benefits on a case by case basis.

...while yours requires doing the same before the game even starts (and perhaps for all games from here to eternity?). Which won't work. And that's without considering the built-in loopholes.


Are you serious, or just trolling?

I have proposed a simple rule that does not require any analysis of costs and benefits. Not before the game starts, not during the game, not ever.

Right here and right now is the place for discussion of any loopholes, including the ones I myself have brought up. Perhaps that discussion would lead to a useful modification of the proposed rule.

But I know one thing. I'm probably never going to sign up for a game in which the host says that mine damage dodge is not allowed and that the host will determine what counts as mine damage dodge on a case by case basis and will make up penalties for it when it happens.


[Updated on: Wed, 16 April 2014 14:22]




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Re: Known Cheats Wed, 16 April 2014 15:13 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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skoormit wrote on Wed, 16 April 2014 20:21
Are you serious, or just trolling?

Your rule is a joke. Rolling Eyes But then if you think no Host or 3rd party can be found who can make reasonable and workable judgements, and blatant cheating is preferable, then... Confused

Oh, wait, you still believe game Hosts don't already have the absolute power to make or break games at whim, as has happened countless times before? Shocked



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Re: Known Cheats Wed, 16 April 2014 15:15 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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skoormit wrote on Wed, 16 April 2014 20:21
I have proposed a simple rule that does not require any analysis of costs and benefits.

It also is unworkable, cannot withstand the simplest analysis, and has unacceptable loopholes. My vote is for improving it. A lot. And make it simpler along the way. Lurking



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Re: Known Cheats Wed, 16 April 2014 15:22 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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m.a@stars wrote on Wed, 16 April 2014 14:13
skoormit wrote on Wed, 16 April 2014 20:21
Are you serious, or just trolling?

Your rule is a joke.


You are the joke. You provide nothing but an endless stream of useless blabber.

How about providing a constructive criticism of my rule?



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Re: Known Cheats Wed, 16 April 2014 15:24 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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m.a@stars wrote on Wed, 16 April 2014 14:15
skoormit wrote on Wed, 16 April 2014 20:21
I have proposed a simple rule that does not require any analysis of costs and benefits.

It also is unworkable, cannot withstand the simplest analysis, and has unacceptable loopholes. My vote is for improving it. A lot. And make it simpler along the way.


Please explain.

Why is the rule unworkable?

What is the simplest analysis that it cannot withstand?

What are the unacceptable loopholes?

You vote for improving it and making it simpler, but you have not said anything about how we might do that.



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Re: Known Cheats Wed, 16 April 2014 18:08 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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Hey hey - calm down.


The "chaff in highest slot" rule isn't bad, but it needs to be paired (at least for HE) with the three minicolo designs being there as well... (i.e. slots 13-16 are pre defined for an HE)

The problem is that if I send one destroyer into a minefield then it dies. But if I send 10 they all survive.
If I send a mixed fleet then the damage is predictably allocated amongst the ships - the cruiser takes a slug of damage, the destroyer takes damage rather than dying.

Noone questions that, it's just the way minefields work.


However if I use that knowledge to load hundreds of dp onto a scout (in the same way we do with chaff against missiles) then that is considered abuse of that knowledge.
The only real solution is to extract the messages, and check the cases where the above listed messages are seen.

What is interesting is that if the HE is using the SD engine then he has a scoop in the fleet. Which increases the damage - potentially even to the "protected" ship.

It's sufficiently complex that we're having a multi page discussion about it.
The ISB > Gate scanning discussion was over in about 2 posts.
This is dragging on and on.

How's this for a 'rule':
Mine damage dodge (i.e. fielding a fleet which is partially destroyed, and the remaining ships take less damage* than they would have done if the destroyed ships hadn't been there) is banned.
* less damage is not just numerical (in many cases a handful of dp is the difference) but critical if those dp are the last few, or the difference between surviving one hit and two, or two and three.

This does open a question of escorting a wounded battleship though - if the battleship is 99.5% dead and hits a mine, Then *it* will act as a "dodge" for later ship designs. I suggest that that rare case is easily identified.
If all the damage is taken (or at least enough that the additional damage is trivial..)


Ironically, having brought this up in relation to the ATSR ruleset, I've had to deal with case(s) in ATSR1. Hence my research into the affected messages, and calculating the damage by hand - makes searching through the history of the game much easier.

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Re: Known Cheats Wed, 16 April 2014 20:15 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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XAPBob wrote on Wed, 16 April 2014 17:08
The "chaff in highest slot" rule isn't bad, but it needs to be paired (at least for HE) with the three minicolo designs being there as well... (i.e. slots 13-16 are pre defined for an HE)

I assume the three designs have in the mech slot 1) fuel tank, 2) cargo pod, or 3)nothing.

I agree with your suggestion that, in games that wish to enforce this rule, HE should also be required to keep those three designs among the last four design slots. The simplest language to make this so might be: "For HE, any ship based on the mini-colonizer hull must be treated like a single-weapon design, with the exception of the starting Spore Cloud design (or any identical copy of it)."

Quote:
The only real solution is to extract the messages, and check the cases where the above listed messages are seen.


I agree that extracting the messages reduces the time required to find the potential cases of mine damage dodge, while providing 100% confidence that all potential cases are being detected.

If the game host wishes to monitor the game in this way and analyze each case, then this is the best known solution.

But I prefer to avoid putting anything else on the host's plate. Adding this analysis to the host's responsibilities can only slow down the game. It does potentially provide a 100% mine-damage-dodge free game. But as a player, I'm more willing to play in a game that offers a clear, simple, enforceable rule that creates known, balanced costs for employing the mine damage dodge strategy, than a game that may require the host to put the game on hold in order to examine possible cases of mine damage dodge.

Quote:

How's this for a 'rule':
Mine damage dodge (i.e. fielding a fleet which is partially destroyed, and the remaining ships take less damage* than they would have done if the destroyed ships hadn't been there) is banned.
* less damage is not just numerical (in many cases a handful of dp is the difference) but critical if those dp are the last few, or the difference between surviving one hit and two, or two and three.


I don't think banning mine damage dodge is sufficient, since it can happen unintentionally. You have to specify what the penalty will be when it does happen. And in my opinion, that penalty has to apply regardless of the intent of the dodging player. Otherwise the host may have to make difficult judgement calls. And boy does that open up a can of worms. I would not want to be the host stuck with making a judgement about a borderline case, especially if that judgement could swing the result of a game.



What we need's a few good taters.

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Re: Known Cheats Thu, 17 April 2014 01:56 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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m.a@stars wrote on Thu, 17 April 2014 03:05
Are you sure about that? Perhaps you meant "a ship that can take..." Confused


No, I meant EXACTLY what I said. All "mine damage tanking" (or, for that matter, mine damage dodge) can do is reduce the damage from mines to a ship to the minimum, the same minimum that it would get were there 5+ ships in the fleet. You cannot save ships (like frigates/minibombers/SFXes) that cannot take a minehit as part of a fleet. You can only save ships like DDs that can't take a hit on their own but can as part of a (larger) fleet. As such, your logic that a ship which can't take a minehit on its own "shouldn't be allowed to do so" because of a ship sharing the hit is in conflict with the way mine damage is designed - you can reduce the damage to ships by spreading out the hit, and this is an intended feature.



Okay, let me start from the beginning. The two numbers given for mines are "minimum damage per ship" and "minimum damage per fleet". Thus, the intended function of mine damage is that a fleet always takes at least the latter amount of total damage, and each ship takes at least the former amount (potentially raising the total above the "minimum damage per fleet"). Mine damage "tanking" does not invalidate either of these numbers - each ship takes at least the "minimum damage per ship", and the damage dealt to the fleet is at least the "minimum damage per fleet". All that happens is that you shuffle around exactly what takes exactly how much damage within those limits. Mine damage dodge, on the other hand, invalidates the second number; it exploits the code so that the damage dealt to the fleet is LESS than the given "minimum damage per fleet", by assigning damage to ships that are already dead.

Thus, mine damage dodge is banned as an unintended exploit which violates the intended rules, while "tanking" is legitimate use of knowing the algorithm code.

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Re: Known Cheats Thu, 17 April 2014 04:12 Go to previous messageGo to next message
neilhoward

 
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I read a lot of good points.

Here is a blast from the past, one of the first discussions about the subject started ~5 years ago Mine Damage Dodge - bug or feature? (split from: Late game minesweeper)

Other folks had discussed parts of the issue even earlier iirc, but this might bring some perspective.

BTW, I am playing in a game with mine damage dodge and mine damage allocation allowed; I think I will use both.

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Re: Known Cheats Thu, 17 April 2014 04:24 Go to previous messageGo to next message
neilhoward

 
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Registered: April 2008
Location: SW3 & 10023
skoormit wrote on Wed, 16 April 2014 17:15
I would not want to be the host stuck with making a judgement about a borderline case, especially if that judgement could swing the result of a game.

neilhoward wrote on Mon, 13 June 2011 17:30
2436: Nmidian Space

Disaster! An unnamed commander apparently slept through the academy course which advised against using front-line cruisers as crash sweepers. Despite being accompanied by older frigates, the cruisers were destroyed and all hands lost. The admiralty announced minutes ago that the designs for both the Matchstick class cruiser and the Pebbles in the Skies class frigate have been decommissioned.

The admiralty suspended all fleet activity and movement this year for procedural review.

Colonists of the Nmidian worlds have declared they will commemorate the mineral alchemy of 2436 to the memory of this tragedy, and spend the year in peaceful reflection.


neilhoward wrote on Mon, 13 June 2011 11:08
neilhoward eyeing the banhammer
Don't let it happen again
Troll



BlueTurbit wrote on Tue, 14 June 2011 07:51
Live by the rule, or die by the ruler! Laughing



[Updated on: Thu, 17 April 2014 04:28]

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Re: Known Cheats Thu, 17 April 2014 05:03 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
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neilhoward wrote on Thu, 17 April 2014 10:12
Here is a blast from the past, one of the first discussions about the subject started ~5 years ago Mine Damage Dodge - bug or feature? (split from: Late game minesweeper)

Other folks had discussed parts of the issue even earlier iirc, but this might bring some perspective.

Very refreshing trip down memory lane! Cool Thanks, Neil! Very Happy



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Known Cheats Thu, 17 April 2014 05:13 Go to previous messageGo to previous message
m.a@stars is currently offline m.a@stars

 
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Messages: 2765
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Location: Third star to the left
magic9mushroom wrote on Thu, 17 April 2014 07:56

No, I meant EXACTLY what I said. All "mine damage tanking" (or, for that matter, mine damage dodge) can do is reduce the damage from mines to a ship to the minimum, the same minimum that it would get were there 5+ ships in the fleet. You cannot save ships (like frigates/minibombers/SFXes) that cannot take a minehit as part of a fleet.

Ok, if it makes sense to you... Rolling Eyes but then you're saying the 1st half of my suggested rule that "no ship that could be saved by this minehit bug can be allowed to be saved" is actually enforced by the game itself despite the bug? Cool No more arguing, then, the rule is perfect and we lose nothing by spelling it out just in case. Twisted Evil


Quote:
Thus, mine damage dodge is banned as an unintended exploit which violates the intended rules, while "tanking" is legitimate use of knowing the algorithm code.

Your "intended" rules are not part of Stars! own original rules, nor explained or even hinted at in the helpfile. Therefore they're not canon. Therefore everyone can call them what they want. You call them "legitimate", and I'll call them "cheat" and "banned" and let Hosts decide how they want to enforce them (or not) in their games, same as with every other exploit, tactic, or whatever shenanigan arises. Whip



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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