Aurora 4x
VB6 Aurora => VB6 Mechanics => Topic started by: jseah on December 15, 2010, 05:37:56 AM
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EDIT: version 5.20
I had a weird idea. Since missiles have a base agility of 10, I was trying to get it to trade off agility for more stuff on board.
Little did I know that it would accept negative values.
Theoretically, I could build a missile that had a second stage bigger than itself but it would cost negative RP to research and I don't really want to know what happens if I try to research that.
Missile Size: 2.9 MSP (0.145 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: -141
Speed: 19000 km/s Endurance: 87 minutes Range: 99.5m km
Cost Per Missile: 0.0166
Second Stage: Size 3 Decoy Missile x3
Second Stage Separation Range: 150,000 km
Overall Endurance: 2 hours Overall Range: 109.1m km
Chance to Hit: 1k km/s -2679% 3k km/s -846% 5k km/s -535.8% 10k km/s -267.9%
Materials Required: 33.75x Tritanium 36x Uridium Fuel x2000
Development Cost for Project: 2RP
=X
Sure, it's not going to hit anything, but then, who cares if it's a decoy missile?
Size 3 decoy missile that shoots 3 other size 3 decoy missiles... (normal ones) that each separate into a 2.4 decoy, which has a 1.7 decoy in it then a 1 decoy in that.
I'm going to fire up a new game and try it out with SM mode.
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I've played around a bit with missiles and drones.
Most of the fields aren't even sanity checked.
ECM: -ve doesn't do anything to your missile but lower RP cost, missile cost and size
Sensors: see ECM
Active sensor resolution: -ve gives you -ve resolution (what does THAT do?) and a -ve sensor range...
Warheads... armour... all possible.
What the heck is a negative warhead anyway? -4 damage???
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Missiles: http://i253.photobucket.com/albums/hh47/jon_seah/MissileDesign.jpg (http://i253.photobucket.com/albums/hh47/jon_seah/MissileDesign.jpg)
I went around bits of aurora and inputted insane numbers into various fields to test.
You can build -ve stuff. Whatever that does.
You can set % output used... to -ve. Which allows you to "rush" more than one project (projects can't exceed 100% each, but a -200% project will let you have 3 100% projects)
http://i253.photobucket.com/albums/hh47/jon_seah/negativeFactories.jpg (http://i253.photobucket.com/albums/hh47/jon_seah/negativeFactories.jpg)
-ve civilian contracts. -ve terraform maximum pressure (seems to ignore it and keep producing? SM set makes gas disappear)
-ve research labs??? (Which allow me to assign more labs than I have)
http://i253.photobucket.com/albums/hh47/jon_seah/negativelabs.jpg (http://i253.photobucket.com/albums/hh47/jon_seah/negativelabs.jpg)
SM mode can input -ve numbers into warp point distance on the F9 screen.
-ve mineral amounts just deletes all minerals on a planet.
-ve player time increment doesn't seem to do anything. (seems to be 0)
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There are several previous posts which point out that these sort of exploits exist, and that taking advantage of them is equivalent to cheating at solitaire. IIRC, a recent one dealt with this very subject. Aurora is written primarily for Steve's personal use; the fact that he shares it with us is a secondary objective. That means he sometimes isn't as careful protecting against invalid user input as he might be if this were a commercial package. You should assume one of the rules of the game is "don't use exploits that are actually coding errors or features".
John
PS - If you're wondering if something is such an exploit, it's probably best to post a question in The Academy, rather than Mechanics. Mechanics is the place that Steve tends to announce major new functionality, and it's helpful not to have a lot of small additional threads diluting his posts.
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Ah I see. No worries then! Of course, I wouldn't use these things. (perhaps if I could acheive some style differences beyond what the engine allows. Eg. microrockets)
A nice glimpse into the formulae going on in the background though. Two negatives make a positive for example. Negative engines and agility results in ridiculous to hit numbers. (but you still won't hit since the missiles travel backwards)
I like figuring these things out. It's almost like another game to me.
Now, to figure out why when I put in negative missiles in the second stage, does adding stuff reduce the cost instead of increasing it.
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Oh god. -4 damage?
REPAIR MISSILES :D
Actually, that's an awesome idea. A swarm of repair bots you can shoot to another ship on a pod that swarm over the hull.