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Re: Copies of colonizer ships can colonize without Colonization module |
Wed, 24 August 2011 16:14 |
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BlueTurbit | | Lt. Commander
RIP BlueTurbit died Oct. 20, 2011 | Messages: 835
Registered: October 2002 Location: Heart of Texas | |
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m.a@stars wrote on Wed, 24 August 2011 14:01 |
BlueTurbit wrote on Wed, 24 August 2011 17:27 | But AR often struggles with minerals early on.
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I'm often struggling with minerals early on, regardless of PRT.
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Not as much as AR races.
"1) What AR lacks in early and mid game is iron: first for ships, then for bases and more ships, and lastly for remote miners. What AR has in excess after ultras are built is germ."
Quote: | Too many stars, never enough ships...
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Typical AR situation.
Quote: | AR would be able to build lots more colonizers without the mineral-expensive orbital construction modules in early years.
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Quote: | Of course they would. As would most everyone else.
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Not as much as AR races.
"1) What AR lacks in early and mid game is iron: first for ships, then for bases and more ships, and lastly for remote miners. What AR has in excess after ultras are built is germ."
Quote: | The question is: do we want or need that?
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I don't. But I usually don't play AR, and I'm not the one suggesting AR could use a boost. Perhaps ask your partner, Forceuser, about that.
BlueTurbit Country/RockReport message to a moderator
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Re: Copies of colonizer ships can colonize without Colonization module |
Thu, 25 August 2011 15:40 |
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joseph | | Lt. Junior Grade | Messages: 440
Registered: May 2003 Location: Bristol | |
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Was only in a particular game where FM, fuel pods and fuel transports were banned.
In this case a colony ship with just an engine was the best early booster I could build.
As such ifI had known about the bug and if I was a cheater I could
1) Built a load of ships that could exploit the bug AND that I could justify having (in a normal game simply having these ships would be an indication you were cheating)
2) Use them to colonise any world in a 1 year jump (only very careful host checking would spot this - other players would have no chance)
3) Send them out to "boost" genuine colony ships, but actually colonise with the cheat ships - leaving the genuine ship to move on and colonise another (bit more risky this one, if the host is checking every turn they might notice, also a player with scans and ships at worlds I was colonising might notice if they were really paying attention)
So I stand by my statement - in a normal game this cheat is easy to spot, you have weird ships with an empty slot.
In a game where fuel pods are banned it is hard to spot
[Updated on: Thu, 25 August 2011 15:40]
Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"Report message to a moderator
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Re: Colonization Module Check |
Sat, 17 September 2011 06:02 |
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magic9mushroom | | Commander | Messages: 1369
Registered: May 2008 | |
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Umm... that's this exact thread.
Also, just saying those three words doesn't mean much.
[Updated on: Sat, 17 September 2011 06:03] Report message to a moderator
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