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  #1  
Old November 13th, 2000, 12:37 AM

thedalus thedalus is offline
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Default Mine / Colony ship Bug

Ok, have noticed a nice littel bug that is tampering my gameplay.
Im kinde the "this is my place, enter and die" type of player, so i mine every access point, that works ok, but when i kan stop entiere fleets with my mines, i cant stop a colonyship, it seems that a colony ship destroys ALL the mines in that sector leaving the C ship crippled (33%) with only a colony pod still active...
Looks like the Colony pods(ice, gas, rock) dont receive any damage and so keeping the ship alive and letting every mine blow up on it.

It works both ways players -> computer mine fields and vica versa...


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  #2  
Old November 13th, 2000, 01:27 AM

Warlord Adamus Warlord Adamus is offline
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Default Re: Mine / Colony ship Bug

It's not that the colony pods are impervious to mines, it's that they have very high hit points compared to other low tech components. I'm assuming you're also using low tech mines. There should be no reason you can destroy an armored DN and not a colony ship for instance, with level III mines. If you can maybe we're both missing something.
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  #3  
Old November 13th, 2000, 02:17 AM

thedalus thedalus is offline
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Default Re: Mine / Colony ship Bug

Hmmmmm, dont think so, one of my games had a auto production/distribtution system (the ai distributed the mines and the planetes wear on auto build (had 3 planets building in batches from 100mines, 20 mines, repeat).
The Main attack point of the enemy was mined for 1700 mines!!! (level 1, 2 warheads = 200 damages). Every time the enemy breached my defences was always the same, get a "enemy in your mine field' msg but with no ships destroyed, the only ship their, you guest it, the *Biep* colony ship (had NO mine sweep). On a other game (same strat.), had a level 3 mines field with 782 mines, enemy battel/dread ships got toasted widout any problem, exept one ship, the colony ship...
Have seen it breach my defences for more than 7 times (always differd ships becouse i destroyed the damages/imoblised colony ships with only 3 missels (level 2, so only 195 damage needed), hate to think that 1700mines * 200 damage = 340.000 damage !!!! if that cant take out 1 colony ship
btw: colony pods have 200hp, so thier IS a bug regarding colony pads vs mines... sinds normal battle destroyes that piece in the first turn.
I personaly hate it when a colony ship crashed true my defence and suddently leaving me open to full scall fleet attacks Btw, Have only 1 time seen the use of a mine sweeper (with a 500mines field and it took out only 9 mines (with the sweeper being destroyed in the process), the ai doesnt use sweepers, that is why mine defences are great (exept with those *Biep* colony ships )

So end conclussion we are both missing something

[This message has been edited by thedalus (edited 13 November 2000).]

[This message has been edited by thedalus (edited 13 November 2000).]
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  #4  
Old November 13th, 2000, 02:39 AM
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Comar Comar is offline
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Default Re: Mine / Colony ship Bug

This must be a new problem because I have never seen it in all the testing we have done. I'm sure the folks at Malfador are looking at this.
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  #5  
Old November 13th, 2000, 06:43 PM
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Default Re: Mine / Colony ship Bug

This would happen if mines were detonated one at a time as if they were separate combats. Given that the mine animation is a sequence of one-at-a-time explosions, this makes sense to me.

Remember at the end of a fight, "partial" component damage is repaired, presumably so that they don't need to track an additional stat per component outside of combat.

With most ships, this is fine, because very few components (at least in the demo) can take even a 200-pt mine hit (2x warhead I, IIRC), so each hit takes out at least one component, so ships get permanent damage. However, 200 < 250, which is the damage capacity of the colony pod.

Try using 400- and 600-pt mines (2x warhead II, III). If 400 pts don't kill it, then we know that it's not only done per mine, but per warhead; 600-pt mines should kill it regardless (300kt/warhead).


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  #6  
Old November 13th, 2000, 11:40 PM
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Seawolf Seawolf is offline
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Default Re: Mine / Colony ship Bug

Thedalus,

On a side note, we really don't like the use of the F word here. There is an edit command for Posts please use it.

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  #7  
Old November 14th, 2000, 01:05 AM

thedalus thedalus is offline
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Default Re: Mine / Colony ship Bug

What F word
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  #8  
Old November 14th, 2000, 03:20 AM

Lupusman Lupusman is offline
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Default Re: Mine / Colony ship Bug

Well obviously you could see that, given the fact of all the mistyping his posting has, he must of wanted to write another word, but it was misspelled. A couple times. Haha.

(I'm trying to cover for ya, Thedalis)
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  #9  
Old November 14th, 2000, 04:09 AM
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Default Re: Mine / Colony ship Bug

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  #10  
Old November 14th, 2000, 07:20 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Mine / Colony ship Bug

Well, there's the proof that different people use the game differently and so things are discovered. I always research explosive warheads to max level before bothering to build mines. It's cheap, and I know the mines will have to be useful for a long time -- and cannot be upgraded. So I would have NEVER discovered this odd little behavior. Hopefully it will be easy to change how mine damage is calculated, and it ought to be changed or else a cruiser stuffed with Organic armor will be the ultimate minesweeper.
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