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February 8th, 2004, 02:39 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Post 1.84 beta history
Quote:
Originally posted by oogs:
I found an interesting glitch.
I'm currently at war with everyone (I think i'm the mega-evil empire ), so i'm annihilating their fleets and then using "puppet political parties" to gain control of their worlds. Well, I used it on one planet which separated from the empire to form it's own empire, and then I demanded its surrender (which they accepted). I just checked that planet and it has 1000M/500M population. (The planet also changed type to Homeworld, but that was expected)
I'm checking all the other planets that have be sbujected to this series of events, and so far it has affected them all.
This is using se4 gold 1.84 w/o any mods.
Edit: if you want to see what i'm talking about, I can send you the savegame or try and post a pic.
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This is a long-known anomaly. When you conquer a fully populated planet owned by an empire with 'advanced storage' ability it doesn't carry over the advanced storage ability. So you can end up with planets holding more than their rated population. You can also drop far more troops on a planet than it can hold (regardless of 'advanced storage') simply because putting a limit on troops because of cargo space would make for a defense exploit of filling up your planet's cargo space to prevent invasion. After the invasion succeeds you have to remove the excess cargo to be able to do anything with the space.
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February 8th, 2004, 04:37 AM
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Lieutenant General
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Re: Post 1.84 beta history
Would advanced storage ability let you store 1000M on a planet which would otherwise hold only 500M? 1000M/500M sounds too much?
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February 8th, 2004, 05:00 AM
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General
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Join Date: Apr 2001
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Re: Post 1.84 beta history
I think it's really a bug that doubles any population on a planet when it rebels; IIRC that was fixed in some beta or another but I'm not a beta tester and I don't want to go searching through this thread 
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The Ed draws near! What dost thou deaux?
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February 8th, 2004, 07:28 AM
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Captain
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Re: Post 1.84 beta history
Quote:
Version 1.85:
12. Fixed - Rebelling planets would double their population.
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And here it is! 
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Those who can, do.
Those who can't, teach.
Those who can't teach, slag.
http://se4-gaming.net/
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February 8th, 2004, 04:06 PM
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Corporal
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Re: Post 1.84 beta history
oh... maybe i need new glasses... i didn't see that one.
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February 8th, 2004, 07:42 PM
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Shrapnel Fanatic
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Re: Post 1.84 beta history
Quote:
Originally posted by Imperator Fyron:
No that is not possible. Mines always detonate against any enemy ship that passes by (or get swept), regardless of who is cloaked or not.
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If a mine cannot damage any of the ships present, it will not detonate.
EG: Weapons-only damage warheads on a mine will cause it to sit idle and let cargo ships pass, only detonating when an armed ship wanders by.
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February 8th, 2004, 08:02 PM
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Shrapnel Fanatic
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Re: Post 1.84 beta history
Ok let me rephrase: normal mines, with normal damage warheads, always detonate or get swept, as long as there are still enemy ships to blow up.
[ February 08, 2004, 18:02: Message edited by: Imperator Fyron ]
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