.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   patch 5 and emergency propulsion (http://forum.shrapnelgames.com/showthread.php?t=2869)

Kimball April 24th, 2001 03:06 PM

patch 5 and emergency propulsion
 
Did the new patch limit the number of emergency propulsion pods that can be put on ships? If so, why? Thanks.

Suicide Junkie April 24th, 2001 03:14 PM

Re: patch 5 and emergency propulsion
 
Just to prevent you from using one pod, moving, using another pod, moving more... etc

(See "the 98 movement baseship" thread http://www.shrapnelgames.com/ubb/images/icons/icon7.gif)

rdouglass April 24th, 2001 03:18 PM

Re: patch 5 and emergency propulsion
 
If it was it was due to the problem discussed in an older thread. I think the thread was titled something like 'Baseship unlimited movement per turn' or something like that - you should be able to find it searching for those terms or with 'emergency resupply'.

Basically, it boiled down to this:

Baseship has, lets say, movement 8. You put 10 (or more or less) Emer Resupply Pods (with 5 movepoints each) and a repair module on said baseship. Baseship moves 8, activates TWO ERP's, moves 8 more, activates TWO MORE ERP's, moves 8 MORE, etc, etc. - you get the picture...

I don't know what the maximum move points per turn could be, but it is a LOT more than the designers originally intended - definitely an exploit IMO.

OOPS..posted at the same time, suicide_j....but now I know how many MP's it is - 98!!!

[This message has been edited by rdouglass (edited 24 April 2001).]

PsychoTechFreak April 24th, 2001 03:19 PM

Re: patch 5 and emergency propulsion
 
http://www.shrapnelgames.com/ubb/images/icons/icon9.gif *sigh*


dmm April 26th, 2001 12:24 AM

Re: patch 5 and emergency propulsion
 
Well, I agree with the reasoning for making the change, but I must say that I liked the sheer thrill of the original's settings. They even allowed you to use EPs with Starbases (with some limitations). Boy, was that fun!
"This battle station is now the ultimate power in the universe!"
Nothing quite like finishing off your enemies with a Death Star.
Sigh ..... the good old days.

PvK April 26th, 2001 12:29 AM

Re: patch 5 and emergency propulsion
 
Well, y'know guys, it's real easy to edit the components and ship files to make real Death Stars and hyper-movement components, and to give them reasonable costs and limits, even.

PvK


Suicide Junkie April 26th, 2001 12:47 AM

Re: patch 5 and emergency propulsion
 
Heck, If you wanna put lots of emergency stuff on, go ahead and change:

Restrictions := One Per Vehicle

to

Restrictions := None

On all the emerg. components, and your 89 movement point baseship is a reality once again http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

dmm April 26th, 2001 12:50 AM

Re: patch 5 and emergency propulsion
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by PvK:
Well, y'know guys, it's real easy to edit the components and ship files to make real Death Stars and hyper-movement components, and to give them reasonable costs and limits, even.
<HR></BLOCKQUOTE>
Yeah, but the dark side prefers to exploit coding oversights.

[edit: Oooh! Look! I'm finally a real Lt.]

[This message has been edited by dmm (edited 25 April 2001).]


All times are GMT -4. The time now is 11:38 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.