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May 3rd, 2002, 05:33 AM
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Re: new patch ?
quote:
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But Darn...
2. Fixed - Newly launched fighters in a turn-based game will have no
movement. The next turn after they are launched, they will
receive full movement.
...There goes my instant fighter swarm system defence!
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Exactly... It was said too into the beta tester's forum.
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May 3rd, 2002, 03:17 PM
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Corporal
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Re: new patch ?
2. Fixed - Newly launched fighters in a turn-based game will have no movement. The next turn after they are launched, they will receive full movement.
This makes no sense to me either. A newly created ship has full movement on the turn it is "launched". Why don't fighters get to move?
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May 3rd, 2002, 03:25 PM
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Re: new patch ?
The fighter thing is especially silly when you consider that if you have a carrier handy you move yur new fighters to another point in the system quite easily in the turn they are built anyway.
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May 3rd, 2002, 03:30 PM
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Re: new patch ?
quote: Originally posted by Elmo:
2. Fixed - Newly launched fighters in a turn-based game will have no movement. The next turn after they are launched, they will receive full movement.
This makes no sense to me either. A newly created ship has full movement on the turn it is "launched". Why don't fighters get to move?
Because you could exploit the ability by launching fighters, moving them to another carrier/planet, recover the fighters, then launch again WITH FULL MOVEMENT POINTS, repeat as often as possible... it meant that, with proper preparation, a newly launched group of fighters could move across your entire empire in a single turn. Since ships can't be "re-launched", the exploit doesn't apply & it's safe to give ships full movement points as soon as they're built.
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May 3rd, 2002, 03:33 PM
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Re: new patch ?
The reason it was removed was because it allowed a rather severe exploit in turn based and hot-seat games where you could launch, move half the fighters movement, return, land, launch, do it again until you reached the planets limit of fighters launched in a single turn. Of course this is impossible to do in simultaneous anyway.
Hopefully he will come up with another way to eliminate that and allow fighters to move again the first turn after launched. That is the consensus of the beta team anyway.
Geoschmo
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May 3rd, 2002, 03:55 PM
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Re: new patch ?
Surely you could set up a similar exploit by transferring the new fighters to a carrier, moving it to a point where another carrier is waiting, tranferring the fighters, moving... blahblahblah and so move your fighters the width of the galaxy in one turn. Same for any cargo, in fact.
Granted, it's a lot more difficult now, but some other solution would be preferable.
Still, don't want to sound too much like a whingin' pom, so I'll shut up now.
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May 3rd, 2002, 04:27 PM
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Corporal
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Re: new patch ?
"Hopefully he will come up with another way to eliminate that and allow fighters to move again the first turn after launched."
Lets hope so. The current fix is worse than the possible exploit IMO. I'd encourage an opponent to leave a bunch of expensive carriers sitting around doing nothing but ferrying fighters. Seems like a flag that only allows one launch per turn would be a more elegant solution to the problem.
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May 3rd, 2002, 04:45 PM
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Corporal
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Re: new patch ?
quote: Originally posted by Master Belisarius:
Here are:
Version 1.69:
4. Changed - A ship cannot be retrofitted from a design which does not
have a Spaceyard to one that does.
5. Changed - A ship cannot be retrofitted from a design which does not
have a Colony Module to one that does.
WTF? Does anyone know why they changed this? 
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May 3rd, 2002, 04:48 PM
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Re: new patch ?
I guess you could argue that the colony or space yard components are completely integral to the design and construction of a ship.
It might also make things more interesting for modders, who might now be able to restrict retrofitting in certain conditions.
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