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Re: Copies of colonizer ships can colonize without Colonization module Mon, 16 January 2012 00:09 Go to previous messageGo to previous message
Marduk is currently offline Marduk

 
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Messages: 345
Registered: January 2003
Location: Dayton, OH
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]




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