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Filas Posted: 14:30:11 5th Feb 2006

Posts: 2042

Topics: 148

Location: Lithuania



"yes, it was known by LTC before, but not by me or Iiridayn or most of the rest of the players in the game"

it was known by everyone who tried it before using shields :) When we started to use ship cover shield in SC, we were trying it with our transports and fighters and saw if shield can cover our assaults. Of course you can't do it alone as you can't attack your own ships.




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Professor Posted: 14:37:44 5th Feb 2006

Posts: 5830

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Location: China

Gender: Male

ISP: MSN



Yes, and there were other bugs like needing 1 vital to produce any troops (no longer needed now) and not being able to produce troops any more for free if you have 1 million vital (which I discovered by accident and then found that others had been exploiting quietly for quite a while.

I won't say that this was cheating, but it was exploiting problems in game design or coding.

As for ship walls, they should either work or not work, and the functionality should be the same for attack and pirate of ships. That code inconsistency, which apparently LTC knew about but others did not (just as LTC players knew about vital bug and other bugs over time) has now been fixed. Fighters and transports both have problems with a ship shield, cloud, or wall now.

If we wish to make ship shields not work, via random assignments for both pirating and attacking ships, then I am very open to making that change. However, my intention with January round changes was to make fighters more powerful so they have a slightly better ability to kill transports (although the degree of relative improvement selected by majority vote was the LEAST amount of change in fighter strength that was given as an option, so they are still relatively weak against transports now). Thus, fighters can kill a ship shield, but it takes time and resources to do so.

As for Baras, I will eventually find a way to capture that planet of his if he leaves it there long enough. He is fast, and he is on line a lot, but eventually, he will be offline for long enough for a invasion force to take that planet.




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AGUX Posted: 14:53:24 5th Feb 2006

Posts: 2908

Topics: 116

Location: Lithuania

Gender: Male



I have nothing against fixing bugs and game design :shrug:

but your ignorance of game is not a thing, why you can call :LTC: cheaters ]:-(
(maybe you remember - I reported you about vital bug, when I found it)

btw - this "bad" game design I don't like either ;)




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Filas Posted: 14:53:32 5th Feb 2006

Posts: 2042

Topics: 148

Location: Lithuania



indeed I think current difference between trading and attacking ships is quite good thing as shield can protect your ships from pirating but can't protect from planet defending fighters.




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watupdogg Posted: 14:54:54 5th Feb 2006

Posts: 2391

Topics: 346

Location: Portugal

Gender: Male



so wait we dont need to put our production on vital anymore?


Professor Posted: 15:49:33 5th Feb 2006

Posts: 5830

Topics: 405

Location: China

Gender: Male

ISP: MSN



You do need to produce vital, but you don't have to have 1 vital left on the planet. If vital and troops are equal, and there are zero of both on the planet, you will produce troops now. This is not the way it used to be. In the past, you had to have 1 vital on the planet PLUS same amount of vital production as troop production to make any troops at all.




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GholaBashar Posted: 16:33:45 5th Feb 2006

Posts: 1246

Topics: 68

Location: Romania



walls are fine the way they are. one can jump in with a trader and not be able to pirate. but if he can get a fighter there in time he can attack the assaults.

therefore walls are not invincible, it just takes luck, time or good intuition to go around them. this is ballanced. i don;t see a need to change it.




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