Madness. (1 star per player)

Intel is useless, as we know where everyone’s infrastructure is. So trade scanning makes a lot of sense.

I regret my decision to be in the corner with trade scan on…

If anyone wants to follow along I have a couple charts up http://triton.theducky.com/#5093761373700096

Rosslessness… you’ve got a plan, right? You thought up this madness, you can’t be eliminated first!

WOW … I was completely wrong about the map staying fairly static.

Ross got wiped out around the 30 hour point, Panda at 48 hours, and now ojame has a 3rd star by taking Bransia’s homeworld. At the rate this is going, I’m going to end up as a Hulk sandwich! :wink:

Click image below to see animated and larger size

1 Like

I must say that I like your gifs. Too bad I was out for the weekend and didn’t notice an incoming attack.

What would you do if you did see it.

He could send his whole fleet to the other player’s star, thus capturing their star for himself.

1 Like

No way, you were PANDA, @Qwerty ? BTW ¿Are you recording this game?

Here an updated GIF through cycle 118 - I was completely wrong that it wouldn’t change for a while - lots of carnage going on! :wink:

Click on image below to see animated and in larger size

I would trade with my ally, sending them scanning, and getting weapons in return. I could send them spare cash I had so they could warpgate their world, then stargate my own so my ally would claim the world first and repel the aggressor with their superior fleet.

These are just a few of the examples I can think of. Want some more? :smile:

Yes, I am :slight_smile:

1 Like

I botched my first attack, which is a fatal error with this configuration. I’d be interested in trying it out again sometime though!

Me too. I didn’t show industry enough love at the beginning and got punished for it.

If I regenerate the map I will make the stars a tiny bit further apart so that there are all the same distance apart and just outside scanning.

But it just like russian roulette really.

I wonder how a 4x4 diamond “Russian Roulette” would work?

A reminder Jay that you should look at the bug that Ross reported - a star was reachable with Range1, but required Scan3 to see infrastructure - am guessing different paths of the code handle rounding slightly different.

It’s not the randomness I had an issue with at all. These things happen. My problem was the inconsistent logic. I can only play off the information given to me, and when two stars are the same distance apart, it seems clear something has gone a bit hinky. I can only assume hyperspace rounds up and scanning down?

There are a few related floating-point rounding bugs that have been highlighted by the distance between stars in this game. There are two sets of stars which are both 4.0ly apart but one’s range 1 and the other range 2, there’s the scanning issue you had, and I’ve reported a problem where the ETAs of carriers change during flight.

I also enjoyed this game… it’s interesting how much people’s behaviour changes when every move you make is life-or-death.

Ditto what rc_pinchey said … it’s a nerve wracking game!

I also have seen the ETA’s of carriers change in flight … so Jay may have a good test case to diagnose some subtle game bugs … either that, or there are some Wormholes in this game … :wink:

I probably won’t mess around with the floating point bugs I would just move the stars off the border between range 1 and 2 so that they are all clearly larger than one but less than 2. If you know what I mean.