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  #11  
Old July 27th, 2002, 07:04 PM
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Default Re: ship limits and surrender

Don't forget, you can mothball the ships you build, and save them for wartime.
Zero maintenance during peacetime, so all you need is time to build up 20,000 ships.
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  #12  
Old July 27th, 2002, 07:39 PM
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Default Re: ship limits and surrender

And, you can retrofit and repair mothballed ships, so they are never out of date.
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  #13  
Old July 29th, 2002, 05:43 PM

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Default Re: ship limits and surrender

As a side note I've always questioned the 'ship limit' about numbers of ships. IMO, the limit should be based on tonnage and not sheer numbers of ships. That way, if you set the limits low, a player that focuses on small, fast ships is not penalized in late games.
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  #14  
Old July 30th, 2002, 12:33 AM
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Default Re: ship limits and surrender

Quote:
IMO, the limit should be based on tonnage and not sheer numbers of ships.
I think you're misinterpreting the purpose of the limit. It's not an issue of game balance, it's processing time. The higher the limit is set, the longer it will take for the game to run the turns.
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  #15  
Old July 30th, 2002, 05:34 PM

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Default Re: ship limits and surrender

Quote:
Originally posted by capnq:
I think you're misinterpreting the purpose of the limit. It's not an issue of game balance, it's processing time. The higher the limit is set, the longer it will take for the game to run the turns.
Nope, not misinterpreting the purpose; that I understand completely. I'm just stating (maybe not very clearly) that setting limits based on ship count (especially when low), penalizes the player that builds small, fast ships.

If I configure my attack fleets with 30 cruisers (and below), and you configure your fleets with 10 dreadnaughts, who's going to hit the ship limit first? Even though our actual 'tonnage' may be equal, I am at a disadvantage if the ship limits are low.
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  #16  
Old August 2nd, 2002, 12:56 AM
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Default Re: ship limits and surrender

i think i could hit the unit limit by building copious amounts of mines even on a high limit game, most people hit 1000 easy and if you build maybe 2000 mines and put them all on one WP (to wipe out the enemy cause no one is gonna be prepped for that) then you could hit that, or try 2000 WP's to defend your special WP.
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  #17  
Old August 2nd, 2002, 06:44 PM
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Default Re: ship limits and surrender

Quote:
if you build maybe 2000 mines and put them all on one WP
There's a hardcoded limit of 100 units per sector. There are a couple known ways to get around that limit, but they're supposed to be eliminated in the next patch.

You could lay a "deep" minefield with 100 on the warp point, 100 in each adjacent sector, and so on.
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  #18  
Old August 2nd, 2002, 06:57 PM
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Default Re: ship limits and surrender

Quote:
There's a hardcoded limit of 100 units per sector. There are a couple known ways to get around that limit, but they're supposed to be eliminated in the next patch.
Hope Aaron doesn't take this one out:
from Settings.txt:
code:
Maximum Mines Per Player Per Sector        := 100
Maximum Satellites Per Player Per Sector := 100



[ August 02, 2002, 17:58: Message edited by: Krsqk ]
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  #19  
Old August 2nd, 2002, 06:58 PM
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Default Re: ship limits and surrender

Quote:
Originally posted by capnq:
There's a hardcoded limit of 100 units per sector. There are a couple known ways to get around that limit, but they're supposed to be eliminated in the next patch.
Ok, since he was asking about mines specifically maybe this is extraneous information, but there is no limit on "units per sector". There is a 100 mine per sector limit, and a seperate100 sat per sector limit. They can be changed independantly of each other in the settings.txt file. And yes that bug is fixed in the next patch. But there is no limit on fighters or drones per sector. Fighters and drones do count against your total game units in space limit though.

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