Author Topic: ARS hacking and subspace signals  (Read 2345 times)

Offline Tharrick

  • Newbie Mark III
  • *
  • Posts: 43
ARS hacking and subspace signals
« on: March 24, 2012, 07:27:01 pm »
So I was playing a multiplayer game earlier, and we were doing an ARS hack in the same planet as one of our fallen Spire subspace signals. We finished up the hack, took the planet... but the subspace signal was long gone. Loading an earlier save from right after the hack also shows the signal to be gone.

What I think may have happened is the AI's tachyon-blanket response may have shown up the signal, and it may have been attacked and destroyed, but I'm not entirely sure, so I wanted to see if anyone else had run into this before I started worrying about bugs?

Cheers!

- Tharrick

Offline Wanderer

  • Master Member Mark II
  • *****
  • Posts: 1,579
  • If you're not drunk you're doing it wrong.
Re: ARS hacking and subspace signals
« Reply #1 on: March 24, 2012, 07:30:21 pm »
So I was playing a multiplayer game earlier, and we were doing an ARS hack in the same planet as one of our fallen Spire subspace signals. We finished up the hack, took the planet... but the subspace signal was long gone. Loading an earlier save from right after the hack also shows the signal to be gone.

What I think may have happened is the AI's tachyon-blanket response may have shown up the signal, and it may have been attacked and destroyed, but I'm not entirely sure, so I wanted to see if anyone else had run into this before I started worrying about bugs?

Cheers!

- Tharrick

You're correct.  Blowing the tachyon on the subspace signal apparently gets it destroyed, or at least visible if there's no troops on the planet.  I tried it once for giggles so I knew where to position my escort fleet with a tachyon missile.

The results were not a happy thing.
... and then we'll have cake.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: ARS hacking and subspace signals
« Reply #2 on: March 24, 2012, 07:54:48 pm »
Hmm, I should probably make those invincible :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Tharrick

  • Newbie Mark III
  • *
  • Posts: 43
Re: ARS hacking and subspace signals
« Reply #3 on: March 24, 2012, 08:11:20 pm »
Cheers for the quick response :)
Is there any way now of continuing my Spire game, or am I doomed to have to switch back to Vanilla playstile 7.5 hours in?
« Last Edit: March 24, 2012, 08:52:51 pm by Tharrick »

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: ARS hacking and subspace signals
« Reply #4 on: March 24, 2012, 09:09:49 pm »
If you don't have a save from before the signal blew up, I'm afraid you're up exo creek without a spire  :-[
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Tharrick

  • Newbie Mark III
  • *
  • Posts: 43
Re: ARS hacking and subspace signals
« Reply #5 on: March 24, 2012, 09:13:03 pm »
Ah well. We have one city, might still be able to push through by main force now... Wish us luck :P

Edit: Nope, game is now untenable. Ah well. Nuke mkIII time :)
« Last Edit: March 24, 2012, 10:06:58 pm by Tharrick »

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: ARS hacking and subspace signals
« Reply #6 on: March 25, 2012, 01:08:03 pm »
For 5.032:

* Made the "signal markers" in Fallen Spire invincible in the same sense as the Dyson Sphere (well, without a certain caveat which applies to the Dyson).
** Thanks to Tharrick for reporting that it was actually possible for one of these to get destroyed if the AI did a tachyon burst during hacking to drop the marker's perma-cloak.  "Pay no attention to the man behind the curtain" apparently wasn't sinking in.

:)

Edit: Nope, game is now untenable. Ah well. Nuke mkIII time :)
Commence Operation 'Take Ball, Go Home'! ;)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: ARS hacking and subspace signals
« Reply #7 on: March 25, 2012, 02:23:47 pm »
Can the sunspace signals also be made neutral to all, so they don't trigger my blade spawnees and hostile unit count warnings?

Offline Nodor

  • Sr. Member
  • ****
  • Posts: 254
Re: ARS hacking and subspace signals
« Reply #8 on: March 26, 2012, 10:43:11 am »
Can the sunspace signals also be made neutral to all, so they don't trigger my blade spawnees and hostile unit count warnings?

Having the full complement of blades out to hit the initial wave of enemies front loads your Blade Spawners DPS - and this powerful advantage in the alpha strike phase is worth keeping whenever possible. For instance, when using blade spawners I don't suggest killing Core Shield Generators (until it's homeworld smashing time) specifically so that the Blade Spawners spawn blades on that planet. 


Offline Tharrick

  • Newbie Mark III
  • *
  • Posts: 43
Re: ARS hacking and subspace signals
« Reply #9 on: March 26, 2012, 03:07:34 pm »
For 5.032:

* Made the "signal markers" in Fallen Spire invincible in the same sense as the Dyson Sphere (well, without a certain caveat which applies to the Dyson).
** Thanks to Tharrick for reporting that it was actually possible for one of these to get destroyed if the AI did a tachyon burst during hacking to drop the marker's perma-cloak.  "Pay no attention to the man behind the curtain" apparently wasn't sinking in.

:)



Awesome :D I'm glad to have finally contributed something of worth :)


Edit: Nope, game is now untenable. Ah well. Nuke mkIII time :)
Commence Operation 'Take Ball, Go Home'! ;)

Of course! If I can't liberate it, nobody can have it! And mkIII nuke is a fantastic way of ending a game that is definitely on its way to ending badly (and by badly, I mean 'none of the 3 players had any ships left, and there were about 1000 ships on an ultra-low cap game making a beeline for the homeworlds, accompanied by a more or less equal number in carriers)