Thread: rebel factions
View Single Post
  #3  
Old November 26th, 2001, 09:41 PM
DirectorTsaarx's Avatar

DirectorTsaarx DirectorTsaarx is offline
Major
 
Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
Thanks: 0
Thanked 0 Times in 0 Posts
DirectorTsaarx is on a distinguished road
Default Re: rebel factions

quote:
Originally posted by apache:
<snip>
But first, there is a bug that needs to be removed before this will be useful. I have noticed in past Versions, (not yet in this one, but I assume the bug is still there) that there is a maximum of 20 empires in the game. This is fine and good, except that when an empire is destroyed (say a rebellion put down), the empire stays on the list for that game, and even though it is gone, it takes up one empire slot. So if you start a game with 14 empires, and then 6 rebellions happen, thats it. There can't be any more rebellions. I think a lot of people use this bug to their advantage with PPP. The description says it will cause a planet to rebel, but it may or may not join your empire. Of course, if that 20 empire limit has been reached, all successful PPP operations will have that planet joining your empire. So I think that after an empire is destroyed, it should be removed from the list, and a slot opened up for a possible future rebellion.



Interesting observation. It DOES seem like an exploitable bug. Maybe you should inform Malfador about it...
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq-&gt;Fq+ Nd+++ Rp G++ Mm++ Bb---
Reply With Quote