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 You recover 125 of your turns. 
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Unread post Re: You recover 125 of your turns.
Yes I forgot about the movement bug in unlimited games. I think if you land on a planet and change sectors you have turns again also. Basically where you are screwed is when you are by yourself and no mobile planet in the sector. I would like to know if exit/enter works also if anyone wants to test it.


Thu Oct 09, 2008 8:34 am
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Unread post Re: You recover 125 of your turns.
It does , it acts as if you entered a sector .... although I didn't test it .

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Thu Oct 09, 2008 9:16 am
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Unread post Re: You recover 125 of your turns.
the reverend wrote:
rgorion wrote:
I ran into this in a private game with friends on my server - we were curious so I tried different settings to prove our theory. The theory is that you will be unable to move REGARDLESS OF TURN STATUS for the same number of minutes as the number of seconds photons are set to. So, if photons are set to 5 seconds - then you will be disabled for 5 minutes of game time, EVEN if you regain turns in less than 5 minutes. At the end of the 5 minutes you can then move with your newly acquired turns. If photons are set to 3 seconds, then that means you will be dead in the water for 3 minutes, if 10 seconds = 10 minutes!

so, did you prove the theory?


Yes, I was saying that this was proven in my tests - but I did not realize we were talking unlim turns here. My games all had turn limits.

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Thu Oct 09, 2008 9:33 am
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Unread post Re: You recover 125 of your turns.
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Yes I forgot about the movement bug in unlimited games. I think if you land on a planet and change sectors you have turns again also. Basically where you are screwed is when you are by yourself and no mobile planet in the sector. I would like to know if exit/enter works also if anyone wants to test it.


In the turns version, yes exit enter seems to work. In the unlim, no it doesn't. For unlims you just callsaveme, land, move, lift-holoscan-land and restart. Part of my private unlim gridder. You do have to holoscan it seems. If you're by yourself you can't obviously do that, but anything that lets you move will get you going again.

There used to be a bug where you could disband corp, then flee off your rogue fig. Can't do that anymore, but if you have another corpie who's just offline and the alignment is right I believe you could still drop corp, exit-enter-retreat, then rejoin. In a test a few years ago we found you could also pod out and get the same effect, so if you have another ship you could reasonably get to... drop your figs in-sec, drop some haz in the sector (gtorp/adet) and exit-enter till you pod out. Not great, but if it keeps you alive...

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Thu Oct 09, 2008 11:04 am
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Unread post Re: You recover 125 of your turns.
I may be mistaken but, I believe blowing a planet also generates a sector entry event.


Thu Oct 09, 2008 11:27 am
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Unread post Re: You recover 125 of your turns.
Nod. I think you're right, zdy'ing a planet does generate a sector entry event.

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Thu Oct 09, 2008 11:35 am
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Unread post Re: You recover 125 of your turns.
I would think that blowing a planet would be quicker than exit/enter and it would be easy to setup a macro to blow a planet and transport out before you ate another photon.


Fri Oct 10, 2008 8:22 am
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Unread post Re: You recover 125 of your turns.
If you did it right, yea. It would work better in a turns game, wouldn't help in an unlim since sector entry doesn't reset the status like it does in a turns game. But ya...

zdyza99999*z*m1*yy

or

zdyza99999*z*x 99 * *

Would get you out, probably quicker than an exit-enter (if you add the xport to the end of your exit enter macro it'd probably be a bit of a tie, but since that means writing it custom... zdy is prolly going to end up quicker).

Anyone care to test that?

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Fri Oct 10, 2008 8:49 am
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Unread post Re: You recover 125 of your turns.
Singularity wrote:
If you did it right, yea. It would work better in a turns game, wouldn't help in an unlim since sector entry doesn't reset the status like it does in a turns game. But ya...

zdyza99999*z*m1*yy

or

zdyza99999*z*x 99 * *

Would get you out, probably quicker than an exit-enter (if you add the xport to the end of your exit enter macro it'd probably be a bit of a tie, but since that means writing it custom... zdy is prolly going to end up quicker).

Anyone care to test that?


Yes, and if someone is running an adjacent torp script and limpets are in the sector as Rev suggested, speed would be everything.


Fri Oct 10, 2008 12:06 pm
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