Author Topic: More ship cap inconsistencies  (Read 1419 times)

Offline Fiskbit

  • Arcen Games Contractor
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More ship cap inconsistencies
« on: September 13, 2009, 01:22:30 am »
If I have 8 home command stations and lose 7 of them, I can, for example, build 100 sniper turrets. If I start a new game with 1 home command station, I can build 170 of them. Why?

Edit: Probably related to the number of 'players' in the game, and thinking about it, I guess this one isn't so much a bug (because unit caps going up if one player's home command station going up seems like a benefit to losing something important). I guess my confusion is stemming from the fact that after losing those stations (which I shouldn't be able to do without losing.. That really should be fixed! ;)), the game is treating me like one of 8 players. I suppose I admit defeat on this one, unless Chris winds up thinking something's awry. :P
« Last Edit: September 13, 2009, 01:38:59 am by Fiskbit »
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Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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Re: More ship cap inconsistencies
« Reply #1 on: September 17, 2009, 03:38:02 pm »
This is by design.  The number of ships you can build is based on the total number of starting player-controlled home planet command stations in the game.  So in an 8 player game, each player gets about 60 fewer ships of each type than in a 1-player game.  When you have multiple starting planets, it treats that like extra players for purposes of how the AI acts, and purposes of your ship caps.

The incorrect thing here was that you were able to lose 1 home command station without losing the rest.  That was fixed already in a past prerelease.  The only way you can now duplicate this issue is by adding another player and giving them 7 out of 8 of your home command stations or something of that nature (the relative ship caps for the players will fluctuate as each player gets more or less home command stations through gifting).  That is the expected behavior, though.
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