This bug has no boundaries

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posted on August 30th, 2009, 1:44 am
Last edited by Locutus on August 30th, 2009, 1:46 am, edited 1 time in total.
OK, this is my first use of pictures on a fourm, so sorry if they screw up :sweatdrop:
The bug I have here is making it able to place building in the building sqares. It is done by, the way I used, but not the only way I know, Placing a Collective Uplink, starting it, but not finalizing the modules. Begining to make a building, in this case an Assimilation Matrix, and when it is done, begin construction. This will make a gap in the Building squares, making you able to build in this location. The other player in the picture is Mort. The first picture is the bug, and the second was a small part of the fleet Mort was able to amass while we were fooling around with the bug. It takes time to do in a serios game, and the second picture is just supposed to show that, because the game was not serious by the end.

Edit: that is just supposed to show that, in my understanding this bug is not correctible, but this is the FO team, but just trying to show its not much of an issue in standard gameplay. But then again, mabey you think it is...

Attachments

This one.png
And this one.png
posted on August 30th, 2009, 2:07 am
Very interesting. Someone might be able to use this to their advantage. Imagine a fully upgraded starbasse with a bunch of turrets  :lol:
posted on August 30th, 2009, 2:12 am
Or 2 starbases on top of eachother :D. Mixed tech stations... borg like :borg:

I forgot the other way this bug can happen. Building a platform right next to a federation base, as close as possible, upgrading it to torpedo turret, then destroying it or decomisioning it, makes a very small hole in the outer build square. This one is nearly impossible to exploit, with the time constraints and resoucre need in a real game.
posted on August 30th, 2009, 3:32 am
Quite an interesting find: sometimes I had noticed that the footprint of a station could change depending on certain building scenarios, but I did not know that it would be so easy to replicate. Fascinating Locutus :)
posted on August 30th, 2009, 3:39 am
u can also confuse enemies by building few ships at same place so it looks like u can build more ships with one uplink
posted on August 30th, 2009, 3:44 am
u can also confuse enemies by building few ships at same place so it looks like u can build more ships with one uplink

Yup indeed, the footprint of the Collective Uplink is screwed up in that regard.

In regards to this interesting footprint bug, I have to agree with Locutus--it seems quite difficult to exploit unless you happen to be really interested in managing your base  :lol:

Base Wars--the final frontier: where no sane person has gone befoooooooooore!
posted on August 30th, 2009, 3:50 am
Dominus_Noctis wrote:Yup indeed, the footprint of the Collective Uplink is screwed up in that regard.

In regards to this interesting footprint bug, I have to agree with Locutus--it seems quite difficult to exploit unless you happen to be really interested in managing your base  :lol:

Base Wars--the final frontier: where no sane person has gone befoooooooooore!
You laugh, but I actually uh did that once >.>

Try this

3 Computers on Hard, Infinite Resources, you must beat them without building anything more than construction ships and turrets /starbases. I did it with Mayson.
posted on August 30th, 2009, 7:41 am
Star Trek Armada II: Base Operations?

...sounds awesome  :lol:
posted on August 30th, 2009, 9:22 am
fixed ^-^
posted on August 30th, 2009, 1:04 pm
May I ask... Ok I'll ask in the same post :sweatdrop:
Did you make it so 2 colective uplinks can't go on top of eachother, or just making the building squares/footprint unchangeable? A1 also had this glich to a degree in some mods, the sqares could have holes in them, but it could not let the buildings occupy the model or a reasonable space around it, almost the entire size of the sqares in the first place :). Mabey you did that...
posted on August 30th, 2009, 5:30 pm
i just fixed the bug that causes the footprints to be removed once vessel construction is done ^-^
posted on August 30th, 2009, 5:32 pm
Ok. Looking up, that paragraph might have seem unorganized :).
posted on August 31st, 2009, 7:33 am
yea, the issue comes from the way armada handles the build-blocking-blocks (;)). the issue also existed in armada 1. the blocks are too gritty and so allow when decommissioning stations to get some build blocks back that shouldn't be freed up. that's not only  and issue with specific stations - that's a general problem. it's hard to fix but on the other hand it's not only very hard and costly to exploit in serious games but also doesn't give you real advantages...
btw. the issue can also work the other way round. if you place a station that usually would only take one block slightly off armada's intended build grid it may occour that you block 4 blocks with it..
posted on August 31st, 2009, 2:13 pm
In this A1 mod there were these turrets that were so tiny you'd be able to build up to 20 in one block. That I liked becasue it was a defensive spam.
posted on September 1st, 2009, 7:29 am
i guess they were using no block at all then :)
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