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  #1  
Old July 18th, 2005, 11:56 PM
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Default Re: Stellar Manipulation again..

The ordinary star destroyer blasts the planets into asteroid fields. That's fun, but some TDM Modpack AI's will eventually reignite a star. Then everyone and their relatives will reform planets, colonize, atmosphere convert and -- darn you Tesselate and United Flora -- be back to max resource production and start kicking your arse again.

That's the great thing about the nebula creator or black hole generator -- the enemy can get rid of it, but they're left with nothing for their effort, since they're not co-ordinated enough to build a ringworld or sphere world.

I always meant to try it out -- if I build all the bases -- and turned control over to the A.I. would it activate the component? Probably not.
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Old July 22nd, 2005, 12:32 AM
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Default Re: Stellar Manipulation again..

Last time I created a star in a system-wide nebula during play, was in a much older version of the game than the current one. But it was possible at one point. There's another obscure reason or two one might want to do so, besides building a ring/sphere-world.

Of course, it used to be possible to move planets, too, until that bug was fixed.

I hadn't heard of the "vanishing star bug" though - what's that? Try to make a ring/sphere-world in a system with many planets, and the star just vanishes with no planet created?

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Old July 22nd, 2005, 12:57 AM
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Default Re: Stellar Manipulation again..

Quote:
PvK said:I hadn't heard of the "vanishing star bug" though - what's that? Try to make a ring/sphere-world in a system with many planets, and the star just vanishes with no planet created?
That might be the "vanishing stellar object" bug. Basically, whenever a star destroyer, nebula creator, or black hole creator is used, there is a chance that some seemingly randomly chosen stellar object just disappears. It could be a star, it could be a planet (even a sphereworld), or it could be half of a warp point.
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Old July 22nd, 2005, 01:01 AM
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Default Re: Stellar Manipulation again..

Oh WOW... good to know!


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Old July 22nd, 2005, 10:04 AM
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Default Re: Stellar Manipulation again..

Yeah, its an old bug. {Clicky} Like they said, it was too rare for MM to pin down. But its becoming more common, when you increase objects like Fyron's Quadrant Mod, or now that the TDM Modpack uses stellar manipulation so often. Late game TDM Modpack in FQM is practically surreal. Wierdness starts happening like once every 10-20 turns.
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Old July 22nd, 2005, 11:06 AM
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Default Re: Stellar Manipulation again..

Quote:
Arkcon said:
Yeah, its an old bug. {Clicky} Like they said, it was too rare for MM to pin down. But its more common, when you increase objects like Fyron's Quadrant Mod, or now that the TDM Modpack uses stellar manipulation so often. Late game TDM Modpack in FQM is practically surreal. Wierdness starts happening like once every 10-20 turns.
Try blowing up 30 stars at once in a PBW game . I lost 5 planets, noticed one formerly trinary system was now binary, and two warp points became one-way - and that's just what I noticed, all of which was in my space except for one of the one-way warp points.
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Old July 22nd, 2005, 11:32 AM
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Default Re: Stellar Manipulation again..

I ran into a one way warp point once not long after I started playing. I just assumed at the time that I missed a log about an event happening. Now I know what happened.

On a pevious note, I checked the text files. The nebula you can create stars in (as opposed to the system wide storms that can be destroyed) they have a setting of 3 out of 1000 in all quadrants exept ancient where they are at 10 out of 1000. There are five of them listed so .3% five times (note: this does *not* mean 1.5%) in most quads. System storms occur much more frequently.
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Old July 30th, 2005, 03:57 PM
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Default Re: Stellar Manipulation again..

douglas said:
Try blowing up 30 stars at once in a PBW game . I lost 5 planets, noticed one formerly trinary system was now binary, and two warp points became one-way - and that's just what I noticed, all of which was in my space except for one of the one-way warp points.


Well then, we'll have to hope that the "determine which object gets destroyed" sub-routine in SE5 gets a complete re-write instead of a quick and dirty patch
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