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August 24th, 2002, 07:03 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
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hard limits
Many of us are familiar w/ the 255 system limit. My question is what are some of the other hard limits?
Max facility slots on a planet?
Max population on a planet?
Max cargo space on a ship?
Max supplies?
Max shields?
Max damage a weapon can do?
Max turns (has anyone ever gotten there?)
Max ship size
Max unit size (same as ship I would think)
etc, etc.
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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August 24th, 2002, 07:22 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: hard limits
With population, going into 7 digits is bad. It caused RCEs after hitting end turn.
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August 24th, 2002, 10:04 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: hard limits
>Max damage a weapon can do?
50K, raised from 5K in an early patch
>Max ship size
Possibly 65535 kT, but I'm not sure...
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The Ed draws near! What dost thou deaux?
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August 25th, 2002, 06:54 AM
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First Lieutenant
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Join Date: Dec 2001
Location: SE Pennsylvania
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Re: hard limits
Quote:
Max facility slots on a planet?
Max population on a planet?
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unmodded - facility: sphereworld plus 20 percent = 240.
- population: sphereworld + 20% = 77 billion.
Modded - don't know
__________________
Gaze upon Taz-in-Space and TREMBLE!
<img src=http://imagemodserver.mine.nu/other/MM/SE4/warning_labels/inuse/taz.jpg alt= - /]
WARNING: Always count fingers after feeding the Tazmanian Devil!
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August 25th, 2002, 03:17 PM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
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Re: hard limits
Vehicle Limits:
Tonnage: 65535
Engines per move: 255
All others are insanely large I think(they are also harder to find since the game will load ok but then generate RCE's when trying to build it)
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August 26th, 2002, 11:37 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: hard limits
Max. Component Size: 65535 kT.
Little story: I discovered this when I was trying to implement the Battle Pods from MOO2 (a component with negative size so it increases the size of your ship) - so anyway I set a colony module to -200kT to see if it would work, before I went to the trouble of writing descriptions and stuff, and lo and behold the colony module was 66 MT! So presumably the game uses an unsigned 16-bit integer to store component sizes, and so a value of -200 kT got translated to a value of 65336 kT, which in turn was rounded off to 66 MT for display.
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The Ed draws near! What dost thou deaux?
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