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Home » news » forums » Space Empires V » Space Empires V General

Supply/Ordnance exploit

Submitted by putty on Thu, 2007-11-15 07:35. Space Empires V General

first off im not sure if there really is a difference between an exploit and a bug so perhaps this belongs in the bug fourum? anyway:

there i was playing a stock non-simotanious silgle player game (v 1.58 but i didnt see this fixed in the 1.63 change log). my ships were sitting at a planet i recently colonized empty of supply and ordnance because they just wiped the planet of its former owner. thinking this sucks i have to wait at least 4 turns tell a resuplly depot is built and i can use them again. then i thought wait a minute i have a sattelite here (first thing i build) it has supply and ordnance. sure enough under the move cargo tab you can move the supply/ordnance from the sattleite to the empty ships...hmm...now the sattelites empty right, ah but the planet has "endless supply and ordnance" so i move the sattleite back into the planet bay then launch it again with full cargo. lather rinse repeat as nessicary. it was a bit time consuming for me considoring my sat. had only 300 supply and ordnance but it wouldnt be hard to make a new sattelite with nothing but a computor core ordnance and supply. so i feel cool for figureing it out. im not sure if it would work in simotaneous games or if its even that biga deal. but fully supplying ships with no depot instantly sounds like an exploit to me.

possible fixes:sattleites can only be launched/recoverd once per turn, or make their supply/ordnance non-transferrable...like a bad refund.

im just going to be honest with myself and not do it (after all its just the computer im playing against and theyre a pushover anyway) but there are those that would.

thoughts on the subject are welcome but please do try your hardest to limit superfluous comments.

‹ Sequence of getting resources. v1.63 bugs... ›
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Re: Supply/Ordnance exploit

Submitted by corestandeven on Thu, 2007-11-15 07:58.

After my post was deleted for highlighting an exploit yesterday I'm sure your's will be too Sad .

Suggest copy and paste text (quickly, before deleted) and send to Malfador email, and/or post as a Bug in the bug forum.

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Captain Kwok's picture
Mod Designer

Re: Supply/Ordnance exploit

Submitted by Captain Kwok on Thu, 2007-11-15 08:08.

It's not really a problem for simultaneous (ie PBW) games since you it takes a turn to recover a unit and another turn to launch it again.


Space Empires Depot | SE:V Balance Mod

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Re: Supply/Ordnance exploit

Submitted by putty on Thu, 2007-11-15 10:28.

so it may be a little more work in simultaneous games but it still wouldnt be hard to put a few supply/ordnace stuffed sattelites around a planet in lew of a ressuply depot. granted it woulnt be system wide the ships would have to go to the planet but 1 sattleite can trasfer 3550kt supply or ordnance every other turn, or 1775kt/turn average. and thats just with a level one cargo and sattleite. so after 3 tuns of building sattleites instead of a depot youre supplying an average of 5325kt/turn, more than five times a level 1 depot (500kt supply + 500kt ordnance). and nothing is stopping you from making more sattleites. on the plus side(the "exploiting is bad" side) it would be a good amount more of micro. and practically speaking resupply deopts become unnescisary when you research quantum reactors which is about the time you have researched ships and weapons demanding that kind of supply/ordnance.

its been quite a while since ive had a math class so work with me here Smiling

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Re: Supply/Ordnance exploit

Submitted by Alpedar on Thu, 2007-11-15 11:35.

You can achieve similar thing "legaly". Satelites with solar colectors (and if organics, ordonance vats). It gives much less than this exploit, but it can give enough for small actions.

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Re: Supply/Ordnance exploit

Submitted by putty on Fri, 2007-11-16 05:31.

yeah i think at some point you cross the line from exploiting to excellent empire management.

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Re: Supply/Ordnance exploit

Submitted by Ynglaur on Fri, 2007-11-16 14:22.

Simpler exploit/technique:

1. Retrofit ship to version without supply- or ordnance-carrying components.
2. Retrofit ship to original version.
3. Repair.

It costs resources and time, but could resupply and rearm an entire fleet in a couple turns, given enough Repair Bays.

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Cerberus's picture

Re: Supply/Ordnance exploit

Submitted by Cerberus on Fri, 2007-11-16 15:18.

... that works??
in my experience if you retrofit any components that affect supplies it dumps them. if your over a planet that has room for more supplies they go into storage, otherwise they are lost.

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Psieye's picture

Re: Supply/Ordnance exploit

Submitted by Psieye on Sat, 2007-11-17 08:37.

That is my experience too - retrofit & repair does not magically create the supplies that building a ship afresh does. That's what I usually do when I'm desperately short of supplies - build a supply-heavy ship. It's expensive and needs planning so is hardly an exploit.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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BlueTemplar's picture

Re: Supply/Ordnance exploit

Submitted by BlueTemplar on Sun, 2007-11-18 15:59.

Are you sure it works for sats? Planets only have endless supply/ordnance in combat, and it might only affect weapon platforms. And I don't remember this exploit working for fighters...

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