minor exploit, invincible ships (Full Version)

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Wicky -> minor exploit, invincible ships (4/6/2010 12:51:29 PM)

There is a minor exploit that leads to basically invincible ships. It's not a big issue in singleplayer since you just can not exploit it. But well, here it is:

I removed all shields from my capital ship thus freed like 50 space. In the now empty space I built 10 damage controls á 4 space each (each repairs a component every 3 seconds), and in the remaining space 10 enhanced armor.

Now, while the shields had 0.7 regeneration each, adding up to 7 points of damage restored per second, the damage controls can repair one armor plate every 0.3 seconds. And the damage to armor is reduced by 40% also.

So basically, this ship had a self-regenerating armor that repairs more than 150 points of damage per second. And it's not that hard to increase this number threefold or more with more damage controls. Best of all, apart from beeing almost invulnerable, this ship is also very cheap in maintenance since it doesnt use any expensive shields. And it has no backdraw against space creatures either, who ignore your shields anyway.




Joram -> RE: minor exploit, invincible ships (4/6/2010 12:57:19 PM)

It is my understanding that damage control stations aren't additive.  Did you really design this or this just speculative.




Fishman -> RE: minor exploit, invincible ships (4/6/2010 1:16:16 PM)

Damage control isn't supposed to be additive according to the UI display, but the AI appears to design ships with multiples. Either they are additive and this a bug, or the AI is just doing it for redundancy in case one station is knocked offline by damage.




Wicky -> RE: minor exploit, invincible ships (4/6/2010 1:16:49 PM)

It is merely my speculation and I just tested it, it doesn't work. Well yes it actually says damage controls are not additive, but they have 2 properties, first -40% damage reduction and also the "repair 1 component every 3 sec". Shouldn't the -40% reduction not be stackable (it's always -40%) and the repair part be stackable? If one damage control can repair 1 component every 3 seconds, then two of them repair 2 components every 3 seconds?




Joram -> RE: minor exploit, invincible ships (4/6/2010 2:03:43 PM)

Hmm, not sure.  Maybe they aren't just for the very reason you are trying to exploit it for!  :)




BigWolfChris -> RE: minor exploit, invincible ships (4/6/2010 2:07:14 PM)

I think that limit was put in place to prevent it being exploited




FerretStyle -> RE: minor exploit, invincible ships (4/6/2010 9:12:55 PM)

quote:

ORIGINAL: Fishman

Damage control isn't supposed to be additive according to the UI display, but the AI appears to design ships with multiples. Either they are additive and this a bug, or the AI is just doing it for redundancy in case one station is knocked offline by damage.


Every ship I put a damage control on, it was the like the first thing to be destroyed. So yeah, I can definitely see why the AI would use more than one.

Now why it decides to use extra life support / hab modules is beyond me [8|]




aVoided -> RE: minor exploit, invincible ships (4/7/2010 9:39:42 AM)

Just an fyi the damage control unit and the repair unit do stack. In a different way. On all my ships I have one of each. the damage resistance does NOT stack however...

As an example. If you have the first repair unit (20% damage reduction, component repair 5 seconds) and 1 damage control unit (40% damage reduction) Your ship will inherintly have 40% damage reduction and 5 second component repair. This is a basic setup on ALL of my military ships and works.

Having multiples of the same seems to do nothing extra. Unless like stated above is a measure in case one is damaged and taken offline.




Shortz -> RE: minor exploit, invincible ships (4/13/2010 12:10:41 PM)

I have recently found this problem with enemy fleets. I sent 10 warships totalling 1300 firepower against 2 ships of 250 firepower (individually), my ships were blasting the crap out of theirs but all that was damaged was the one component...pain in the ass?! I've stopped playing this particular campaign as i don't want to throw a whole fleet in and have them not be able to destroy larger targets such as bases due to the same problem while getting the crap kicked out of them by the other ships/bases.




Fishman -> RE: minor exploit, invincible ships (4/13/2010 12:20:08 PM)

quote:

ORIGINAL: FerretStyle

Now why it decides to use extra life support / hab modules is beyond me [8|]
The capacity of life support modules increases as research advances, but the AI does not strip them after the improved modules are capable of satisfying the requirements in less space, so he still behaves as if he is using Ye Olde Craptastic.




Erik Rutins -> RE: minor exploit, invincible ships (4/14/2010 3:07:24 PM)

quote:

ORIGINAL: Shortz I have recently found this problem with enemy fleets. I sent 10 warships totalling 1300 firepower against 2 ships of 250 firepower (individually), my ships were blasting the crap out of theirs but all that was damaged was the one component...pain in the ass?! I've stopped playing this particular campaign as i don't want to throw a whole fleet in and have them not be able to destroy larger targets such as bases due to the same problem while getting the crap kicked out of them by the other ships/bases.


Tech differences can cause pretty big effects in combat. If your enemy is more technologically advanced and has excellent armor, shields, damage control and repair this can happen. If you want us to take a look and make sure there's nothing else going on, please upload a save file.




Fishman -> RE: minor exploit, invincible ships (4/14/2010 4:57:02 PM)

One interesting quirk of combat is that ships armed with the most advanced armor can be all but invulnerable to weak blaster weapons, resulting in an unarmed colony ship with a layer of utlradense plating capable of withstanding the most aggressive pirate attacks to complete its mission.




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