Author Topic: A problem with snake maps...  (Read 1894 times)

Offline vortexion

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A problem with snake maps...
« on: October 14, 2012, 07:47:04 pm »
Well, I have been having fun with a FS game on a snake map, but I have reached a point where I don't think its possible to progress. The problem is the new gravity guard posts. There one of them on the first AI homeworld, which prevents me from getting off that world, due to the black hole machine mechanic. However, I can't kill the guard post, because there's still CSGs up on the other side of the homeworld. Thus I can't get to the CSGs to kill them and progress. I think I'm stuck unless anyone knows a way around this.

As a side note: All the shards spawned in reasonable places except the last, which has decided to spawn adjacent to the farther AI homeworld, which makes it rather impossible to capture, I'd have to basically wipe the galaxy to get it those 20 planets back. Perhaps the logic change that puts it always on a core world should pick the closest core world?

Offline Faulty Logic

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Re: A problem with snake maps...
« Reply #1 on: October 14, 2012, 07:58:23 pm »
I can't think of anything legitimate to do, unless the "cmd: activate core shield generators" also works to deactivate it.

If you are willing to use cheats, however, you can use "military takeover" to conquer the csg worlds, and then destroy the csgs using one of the unit spawn cheats.
If warheads can't solve it, use more warheads.

Offline vortexion

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Re: A problem with snake maps...
« Reply #2 on: October 14, 2012, 08:09:03 pm »
I can't think of anything legitimate to do, unless the "cmd: activate core shield generators" also works to deactivate it.

If you are willing to use cheats, however, you can use "military takeover" to conquer the csg worlds, and then destroy the csgs using one of the unit spawn cheats.

Unfortunately, the command did not work to deactivate them, I hadn't considered using the military takeover cheat to get by them, that is probably what I'll do as I can't figure out another way to get by, thanks.

Offline Faulty Logic

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Re: A problem with snake maps...
« Reply #3 on: October 14, 2012, 08:19:24 pm »
You're welcome.
If warheads can't solve it, use more warheads.

Offline keith.lamothe

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Re: A problem with snake maps...
« Reply #4 on: October 14, 2012, 10:52:09 pm »
Ah, hmm, tricky.  I guess it needs to not use those posts on snake maps, though I guess it's theoretically possible to get a chokepoint homeworld on other maps.
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Offline Dichotomy

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Re: A problem with snake maps...
« Reply #5 on: October 14, 2012, 10:55:14 pm »
Or players could play without CSGs on those maps, possibly choosing to abide by their restriction if it didn't make the game impossible.
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Offline keith.lamothe

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Re: A problem with snake maps...
« Reply #6 on: October 14, 2012, 11:00:44 pm »
Or players could play without CSGs on those maps, possibly choosing to abide by their restriction if it didn't make the game impossible.

It's important that the game never generate a map that literally cannot be won.

Though I guess there are some ships that are immune to black hole machines, though I don't think there's oomph enough to really carry on a serious offensive.

I think the simplest change for me to make here is to have the gravity core guard posts not benefit from CSG protection.  You could kill them early that way, but I'm not sure how many players would actually go for that deal (given any choice at all) due to the the kind of consequences that arise from a serious homeworld assault.
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Offline LaughingThesaurus

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Re: A problem with snake maps...
« Reply #7 on: October 14, 2012, 11:37:24 pm »
Removing the CSG protection actually sounds like it won't break anything. Otherwise, find some way to just prevent chokepoint worlds from generating those posts and guarantee them a different brutal pick. Although, that doesn't exactly sound practical.

Offline Draco18s

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Re: A problem with snake maps...
« Reply #8 on: October 15, 2012, 12:30:12 am »
I think the simplest change for me to make here is to have the gravity core guard posts not benefit from CSG protection.  You could kill them early that way, but I'm not sure how many players would actually go for that deal (given any choice at all) due to the the kind of consequences that arise from a serious homeworld assault.

Occam's Razor.  I don't think any other solution would be easy enough to write.  Detecting blockades like that would be difficult.

Offline vortexion

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Re: A problem with snake maps...
« Reply #9 on: October 15, 2012, 09:45:10 am »
Though I guess there are some ships that are immune to black hole machines, though I don't think there's oomph enough to really carry on a serious offensive.

Yeah, but even so, you still have to get a colony ship through to be able to destroy the CSG :)

Offline keith.lamothe

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Re: A problem with snake maps...
« Reply #10 on: October 15, 2012, 09:58:34 am »
For the time being, I suggest a MkV Nuke (file-system-delete) for that map ;)
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Offline Draco18s

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Re: A problem with snake maps...
« Reply #11 on: October 15, 2012, 12:11:32 pm »
For the time being, I suggest a MkV Nuke (file-system-delete) for that map ;)

What'a  MkIV then? :o

Offline keith.lamothe

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Re: A problem with snake maps...
« Reply #12 on: October 15, 2012, 12:28:24 pm »
For the time being, I suggest a MkV Nuke (file-system-delete) for that map ;)

What'a  MkIV then? :o
We don't know, the MkV got it.
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Offline Winge

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Re: A problem with snake maps...
« Reply #13 on: October 15, 2012, 03:38:08 pm »
For the time being, I suggest a MkV Nuke (file-system-delete) for that map ;)

What'a  MkIV then? :o

I thought Mark IV was the one that fries your graphics card or your CPU to instantly 'win' the game.  It's weaker than the Mark V because the Mark V leaves no evidence that the galaxy ever existed in the first place.
My other bonus ship is a TARDIS.