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Regarding extra engines (host 196)

 
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BrainDead

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Since: Mar 01, 2005
Posts: 21



(Msg. 1) Posted: Tue May 23, 2006 5:15 pm
Post subject: Regarding extra engines (host 196)
Archived from groups: alt>games>vgaplanets4 (more info?)

If my ghips end up giving me 5000 N20s (worthless engines), what can you do
with them? Is there anyway to scrap them to recover the metals? Can you
sell them somehow to increase your funds?

Or do you just let them sit and do nothing?

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minime-hammer

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Since: Mar 01, 2005
Posts: 96



(Msg. 2) Posted: Tue May 23, 2006 5:15 pm
Post subject: Re: Regarding extra engines (host 196) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

So far you can not do anything with them but send them up in pods and
detonate them. However if the Scavengers update ever happens then
the Scavengers will be able to turn these spare engines into something
useful and
then we will have a market for them.

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Lord Lancelot

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Since: Aug 21, 2005
Posts: 691



(Msg. 3) Posted: Tue May 23, 2006 5:15 pm
Post subject: Re: Regarding extra engines (host 196) [Login to view extended thread Info.]
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That is clearly a new bug.
Sad

Can you send your data to Tim ?

Lord Lancelot
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Amaranthine

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Since: Mar 04, 2005
Posts: 849



(Msg. 4) Posted: Tue May 23, 2006 5:34 pm
Post subject: Re: Regarding extra engines (host 196) [Login to view extended thread Info.]
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I don't think he was getting 5000 each turn. Just that he ended up
with that many.

One method of disposing of them is to launch them up in pods and
destroy them with an Antimatter Maul. I think that will recover the
metals.
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Lord Lancelot

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Since: Aug 21, 2005
Posts: 691



(Msg. 5) Posted: Tue May 23, 2006 6:52 pm
Post subject: Re: Regarding extra engines (host 196) [Login to view extended thread Info.]
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How could one end up with 5000 engines of one type when the limit was
50 with host195 and lower ?

Probably just had once host run with host 196.

Lord Lancelot
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Amaranthine

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Since: Mar 04, 2005
Posts: 849



(Msg. 6) Posted: Tue May 23, 2006 7:20 pm
Post subject: Re: Regarding extra engines (host 196) [Login to view extended thread Info.]
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Actually, re-reading it, it just sounds like a hypothetical post; a
"What happens if...?" rather than a question about an actual situation.
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minime-hammer

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Since: Mar 01, 2005
Posts: 96



(Msg. 7) Posted: Tue May 23, 2006 10:24 pm
Post subject: Re: Regarding extra engines (host 196) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

There is an update pending to the Scavs that has been waiting for
almost 2 years now.
I am not sure where it is any more. But it does add quite a bit of new
stuff to
the Scavs including a new building type that works like a recycler does
for the
Enforcers but instead of feeding it contra the Scavs feed it ship
parts.
And it produces usable other items I forget which exactly as it was
only a proposal
which is old and out of date and the Scavs win a lot of games already
so they hardly
need more power. But then this is debatable I suppose because some will
want to
play the Scavs as a power race instead of a fast growth race. I guess
what the real
question is how many wins for the Scavs come from quick victory point
games
vs how many wins come from last man standing games and the update looks
like
it is to make the Scavs much better at a last man standing type game.
That was my take on it when I reviewed the update a few years ago.

Good luck finding it. Do not worry too much, this update is 2 years old
and nothing
has happened yet. I think the community would mostly shoot down this
update
as being way over the top anyway.
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Eric

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Since: Mar 24, 2006
Posts: 94



(Msg. 8) Posted: Tue May 23, 2006 11:53 pm
Post subject: Re: Regarding extra engines (host 196) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Bug? Where's a bug?

"Lord Lancelot" <polandor.TakeThisOut@hotmail.com> wrote in message
news:1148427183.607867.117750@i39g2000cwa.googlegroups.com...
> That is clearly a new bug.
> Sad
>
> Can you send your data to Tim ?
>
> Lord Lancelot
>
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Eric

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Since: Mar 24, 2006
Posts: 94



(Msg. 9) Posted: Wed May 24, 2006 12:04 am
Post subject: Re: Regarding extra engines (host 196) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

What's the update? While I would like to see some things eb recyclable, it
might be hard to implement in a way that doesn't affect the game in a big
way. ie: recycling a free LTLA from the amphibs would yield a bit too much I
think.

I'm actually of the opinion the scav ability to nab all of the wreckage it
sees may be a bit too powerful as games go on. Does anyone know the
percentage of this nab? I can't find it anywhere. (I wish race designers
would all have good sites explaining what the race does, most don't.) From
experience though it seems quite high... near or at 100% maybe?


"minime-hammer" <Dctr__Evil RemoveThis @hotmail.com> wrote in message
news:1148426994.586175.128330@g10g2000cwb.googlegroups.com...
> So far you can not do anything with them but send them up in pods and
> detonate them. However if the Scavengers update ever happens then
> the Scavengers will be able to turn these spare engines into something
> useful and
> then we will have a market for them.
>
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Sebastian

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Since: Mar 01, 2005
Posts: 346



(Msg. 10) Posted: Wed May 24, 2006 8:33 am
Post subject: Re: Regarding extra engines (host 196) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Hey Guys

the engine production was not highterd (I bet)

The Ghips just keep on producing even if you have a stockpile of 50 engine
of one type (which is not that much in late game)!

What to do with "useless" engines?

TNT/WCM your base. Minerals and MC of engines and weapons will be left on
the ground.
Fit them to ships which have a hyp drive (of cause no the N20).

Greetings
Sebastian
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clausimu

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Since: Sep 13, 2005
Posts: 23



(Msg. 11) Posted: Wed May 24, 2006 12:59 pm
Post subject: Re: Regarding extra engines (host 196) [Login to view extended thread Info.]
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Are you guys sure you can recycle weapons that way?

I have just tried either method (with AntiMatterMaul - set the pod
containing one LTLA as kill target / TNT a base with one LTLA on it)
and it does not work. This was done using Host 195. After TNT the
planet is as empty as before - no minerals and no MC's appeared. And
with setting the pod as kill target for the AntiMatterMaul I can't seem
to destroy the pod (AAM is set to "ON" and attack setting is set to
"attack" too...).

Anybody seen that in real life or is this just some theory that is out
there?

Claudius
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Lord Owl

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Since: Feb 28, 2005
Posts: 178



(Msg. 12) Posted: Thu May 25, 2006 7:11 am
Post subject: Re: Regarding extra engines (host 196) [Login to view extended thread Info.]
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The antimatter maul thing sounds too slow, and TNT I believe will not
work. But WCM'ing your own base, that should really do the trick.
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minime-hammer

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Since: Mar 01, 2005
Posts: 96



(Msg. 13) Posted: Thu May 25, 2006 1:15 pm
Post subject: Re: Regarding extra engines (host 196) [Login to view extended thread Info.]
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Hmm for my part it is theory.
Based upon the fact that you can target a gate
with the Kill target function and that does work.
But I forgot the gate is owned by player 255.
I.E. not your own ID.
A pod does belong to you.
If you could target your own pod then you could
also target one of your own ships which we know
also does not work. So I put the cart before the horse
a little to soon on this issue.

Their is one more step required. You need someone else
to aquire ownership of the pod then turn toward enemy to you
without killing the pod in the process. Then you need to target
the now enemy pod using kill target without killing his ship
in the process and without kill the pod with normal weapons.

All in all this could be done but would require quite a workload
of effort on two players parts for minimal gain. Including a serveral
turn process in which anyone can slip up causing all the work to
blow up in your face so to speak.
I put this down as a fools errand now that I think about it more.
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Doc

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Since: Mar 03, 2005
Posts: 101



(Msg. 14) Posted: Thu May 25, 2006 1:34 pm
Post subject: Re: Regarding extra engines (host 196) [Login to view extended thread Info.]
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What happens when you try to dock a pod with a 255 object? Does it
change ownership?
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Amaranthine

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Since: Mar 04, 2005
Posts: 849



(Msg. 15) Posted: Thu May 25, 2006 1:35 pm
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I'll confirm that the WCM works under current host.

As to landing the Outfit Pod, I can't get the pod to land on an unowned
planet. It just floats there (Yes, boosters are off).
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