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Kewlbreeze
Commander
Joined: Sun Aug 27, 2006 2:00 am Posts: 1419 Location: USA
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OK..is this a bug/progam glitch...
Classic Ferrengi : No Max Regen per Visit : 100% Invincible Ferrengal: Yes
OK..is this a bug/program glitch...From what I under stood that means the planet can not be ZDY'd or collide right...or am I wrong
Planets Ferrengal and . collided!
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Founding Member of: Flying Ace's
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Thu Dec 02, 2010 6:30 am |
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T0yman
Veteran Op
Joined: Sat Dec 29, 2007 5:06 pm Posts: 2059 Location: Oklahoma
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Re: OK..is this a bug/progam glitch...
Someone make a fake Ferrengal? I know we have done it in the past. Or did you go to that sector and check? Just wondering since the TL bug still seems to be in effect I can not currently log in and check.
_________________ T0yman (Permanently Retired since 2012) Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.
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Thu Dec 02, 2010 7:19 am |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Re: OK..is this a bug/progam glitch...
You can collide an invincible planet, have been able to for years.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
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Thu Dec 02, 2010 7:37 am |
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Big D
Veteran Op
Joined: Tue Nov 28, 2006 4:04 pm Posts: 5025
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Re: OK..is this a bug/progam glitch...
I don't play alien games much, and I know you can't zdy a gold alien planet, but I'm not sure about collision. Sing is more than likely correct, I just haven't tested it to be positive.
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Thu Dec 02, 2010 7:42 am |
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Kewlbreeze
Commander
Joined: Sun Aug 27, 2006 2:00 am Posts: 1419 Location: USA
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Re: OK..is this a bug/progam glitch...
Singularity wrote: You can collide an invincible planet, have been able to for years. NEWS to me... I have played multiple games and had alien planet in a sec where planets set to max 5 with 3 alien planets in the sec and 5 planet I made = 8 total planet in the same sec and it didn't show as over load. Yes if I have 6 or more in any sec in that same game that I made it would show as over load and some times get a collation
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Founding Member of: Flying Ace's
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Thu Dec 02, 2010 9:13 am |
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Parrothead
Commander
Joined: Wed May 03, 2006 2:00 am Posts: 1722 Location: USA
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Re: OK..is this a bug/progam glitch...
Gold Alien planets don't overload a sector or they didn't but may have been changed in beta. They collide only if the other planets in sector make it unstable by themselves.....unless it was changed.
No idea how an internal alien planet works.
_________________ Coconut Telegraph (ICQ)#586137616 Team Speak3@ 220.244.125.70:9987 Founding Member -=[Team Kraaken]=- Winner of Gridwars 2010 - Ka Pla
Jesus wounldn't Subspace Crawl
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Thu Dec 02, 2010 9:46 am |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Re: OK..is this a bug/progam glitch...
Back, think it was 2006 (maybe early 2007), I was in a subzero that we had mopped up.
One of my corpies was moving planets around before extern, I was afk since the game was done. I was on ferrengal (gold aliens, not internal). I came back to a pod having had the planet collide. Planet was supposed to be set to invincible, I couldn't zdy it.
It does happen. Not sure why, or under what conditions, but it does happen.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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Thu Dec 02, 2010 10:19 am |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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Re: OK..is this a bug/progam glitch...
The "invincible ferrengal" actually only applies to internal Ferrengi. I should clarify that in the setting since that's ambiguous.
Gold alien homeworlds can never be destroyed by CBY (at least that's the intended behavior).
There is no test of invincibility for collisions. Gold alien homeworlds are not counted toward planets to determine if a collision occurs, and they are excluded from the list of planets that can be destroyed if a collision occurs. So if Gold alien planets are being destroyed in collisions, that's a bug. And if it is a bug, the question is, should it become standard behavior or should it be fixed?
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Thu Dec 02, 2010 10:34 am |
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Parrothead
Commander
Joined: Wed May 03, 2006 2:00 am Posts: 1722 Location: USA
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Re: OK..is this a bug/progam glitch...
only IF the NON Gold alien planets form an overload by themselves.
MAxplanet = 3
4 regular planet + 2 gold alien planets
Game sees the 4 and processes the overload based on 4 planets
Collisions are processed using ALL planets in sector.
Try it. You will see. Kewl had one collide last night at Ice9
As for being a Bug? Seems to me your going around the intended balance of MAx planets verus Max Corpies with this behavior and it unbalances the game in favor of those first online that grab weak alien planets. SubZero in particular.
_________________ Coconut Telegraph (ICQ)#586137616 Team Speak3@ 220.244.125.70:9987 Founding Member -=[Team Kraaken]=- Winner of Gridwars 2010 - Ka Pla
Jesus wounldn't Subspace Crawl
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Thu Dec 02, 2010 10:37 am |
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T0yman
Veteran Op
Joined: Sat Dec 29, 2007 5:06 pm Posts: 2059 Location: Oklahoma
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Re: OK..is this a bug/progam glitch...
John Pritchett wrote: The "invincible ferrengal" actually only applies to internal Ferrengi. I should clarify that in the setting since that's ambiguous.
Gold alien homeworlds can never be destroyed by CBY (at least that's the intended behavior). ZDY John Pritchett wrote: There is no test of invincibility for collisions. Gold alien homeworlds are not counted toward planets to determine if a collision occurs, and they are excluded from the list of planets that can be destroyed if a collision occurs. So if Gold alien planets are being destroyed in collisions, that's a bug. And if it is a bug, the question is, should it become standard behavior or should it be fixed? If the game setting is 5 per sector and you place a Gold Planet then you should assume the risk of it being destroyed during a collision.
_________________ T0yman (Permanently Retired since 2012) Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.
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Thu Dec 02, 2010 11:09 am |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Re: OK..is this a bug/progam glitch...
Parrothead wrote: only IF the NON Gold alien planets form an overload by themselves. MAxplanet = 3 4 regular planet + 2 gold alien planets Game sees the 4 and processes the overload based on 4 planets Collisions are processed using ALL planets in sector. That would be consistent with my observations as well.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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Thu Dec 02, 2010 11:18 am |
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T0yman
Veteran Op
Joined: Sat Dec 29, 2007 5:06 pm Posts: 2059 Location: Oklahoma
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Re: OK..is this a bug/progam glitch...
Singularity wrote: Parrothead wrote: only IF the NON Gold alien planets form an overload by themselves. MAxplanet = 3 4 regular planet + 2 gold alien planets Game sees the 4 and processes the overload based on 4 planets Collisions are processed using ALL planets in sector. That would be consistent with my observations as well. Just a question. So your in a game that has 9 alien planets and you cap them all you would allow all 9 to be in the sector with no risk of being collided? Even though the game setup says 3? I don't think that sounds right but whatever is decided is fine, game settings are there and set for a reason. You place 9 in a sector you assume the risk of a collision. 2 cents
_________________ T0yman (Permanently Retired since 2012) Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.
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Thu Dec 02, 2010 12:34 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Re: OK..is this a bug/progam glitch...
T0yman wrote: Just a question. So your in a game that has 9 alien planets and you cap them all you would allow all 9 to be in the sector with no risk of being collided? Even though the game setup says 3? I don't think that sounds right but whatever is decided is fine, game settings are there and set for a reason. You place 9 in a sector you assume the risk of a collision. 2 cents Couple things... 1. Yes if you accidentally overload your own sector you deserve what you get. In my case it was a new player that was moving cols around and forgot to move stuff back, combined with my inattention to a finished game, that lead to my particular outcome. Que sara. 2. I'm 99% sure I've also collided an enemy ferg too, using the old photon in, pop planets, xport out method. It's remarkably easy to do. You don't need 9 alien planets to do this. I don't think I've ever been in a game with 9 alien planets before. 3. I don't have a problem with ferg being treated as a planet for collisions. It is, after all, a planet... so why should it be immune to collisions? I think for the AI's sake, while the planet is still owned by aliens, it prolly shouldn't collide. But once owned by a player, fair game.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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Thu Dec 02, 2010 1:21 pm |
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T0yman
Veteran Op
Joined: Sat Dec 29, 2007 5:06 pm Posts: 2059 Location: Oklahoma
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Re: OK..is this a bug/progam glitch...
T0yman wrote: Just a question. So your in a game that has 9 alien planets and you cap them all you would allow all 9 to be in the sector with no risk of being collided? Even though the game setup says 3? I don't think that sounds right but whatever is decided is fine, game settings are there and set for a reason. You place 9 in a sector you assume the risk of a collision. 2 cents Singularity wrote: Couple things...
1. Yes if you accidentally overload your own sector you deserve what you get. In my case it was a new player that was moving cols around and forgot to move stuff back, combined with my inattention to a finished game, that lead to my particular outcome. Que sara.
2. I'm 99% sure I've also collided an enemy ferg too, using the old photon in, pop planets, xport out method. It's remarkably easy to do. You don't need 9 alien planets to do this. I don't think I've ever been in a game with 9 alien planets before.
3. I don't have a problem with ferg being treated as a planet for collisions. It is, after all, a planet... so why should it be immune to collisions? I think for the AI's sake, while the planet is still owned by aliens, it prolly shouldn't collide. But once owned by a player, fair game. Yea I can agree with those, Alien Retribution has either 7 or 9 I forget But I had to use a number and 9 was just random choice.
_________________ T0yman (Permanently Retired since 2012) Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.
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Thu Dec 02, 2010 1:48 pm |
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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Re: OK..is this a bug/progam glitch...
T0yman wrote: Yea I can agree with those, Alien Retribution has either 7 or 9 I forget But I had to use a number and 9 was just random choice. The original created edit had 8 Alien races, 8 Alien planets.
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But risk has always been an inescapable part of warfare.
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Knight to Queen's Bishop 3
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Thu Dec 02, 2010 2:06 pm |
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