View Full Version : hard limits
Spoo
August 24th, 2002, 07:03 AM
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.
Fyron
August 24th, 2002, 07:22 AM
With population, going into 7 digits is bad. It caused RCEs after hitting end turn. http://forum.shrapnelgames.com/images/icons/icon7.gif
Ed Kolis
August 24th, 2002, 10:04 PM
>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...
Taz-in-Space
August 25th, 2002, 06:54 AM
Max facility slots on a planet?
Max population on a planet?
<font size="2" face="Verdana, Helvetica, sans-serif">unmodded - facility: sphereworld plus 20 percent = 240.
- population: sphereworld + 20% = 77 billion.
Modded - don't know http://forum.shrapnelgames.com/images/icons/icon9.gif
DavidG
August 25th, 2002, 03:17 PM
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)
Ed Kolis
August 26th, 2002, 11:37 PM
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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