Cheats
Known Bugs in Stars JRC3
Original document copied
directly from Stars! Autohost as posted by Gible
Coding Bugs
Race File Corruption:
Editing the race name in a race file can cause the file to
become corrupt. This is especially common when making the race
name shorter than before. To get around this, when editing the
race name, either edit it one letter at a time (saving and re-opening
each time) or copy the race data into a new file by hand.
Random Race:
If at any point during the race creation you select random race
but then de-select it, it can cause the race to generate a random
race every time you use it to play a game with. This is because
the random tag within the file is not unselected. Though it has
been reported by others, I did a recent test of this, but could
not activate it.
32k Ship Limit Per Fleet:
There is a limit of 32k of any one type of ship in a fleet (32,767
to be precise). If you try and merge two fleets together which
would push the ship count over this limit (i.e. a fleet with 25k
chaff and another with 10k), stars has a few problems. If done
manually, the ship type will disappear from the fleet readout,
but re-appear in the next generation (you will only lose ships
in excess of the 32k). But if done using the "merge with fleet" waypoint
order, all the ships of that type will disappear. This is because
when the integer (16 bit - signed) holding the number of ships
goes over the 32k limit it becomes negative, and as you can't have
a negative number of ships, it reads as 0.
There are also some other limits in the game: 512 separate fleets,
512 separate minefields, 16 ship designs, 10 starbase designs,
256 tokens at a battle. The game will not allow you to exceed these
limits.
AR Starter Colonies:
Starter colonies for AR races will not contribute excess resources
to research, unless the build queue is cleared first (using the
clear button) or the hull design changed / upgraded. This is due
to the "build Starter Colony" order invisibly blocks
the end of the queue despite the fact that it has already been
completed.
Failing to Close to Range 2 with Sappers and R2 Beams:
In the battle VCR, if a token of ships armed is armed with both
sappers and range 2 beams, and is facing an enemy token for which
it has enough power in its sappers to completely take down its
shields to 0dp in a single turn, then the ship will not attempt
to move into range 2 in that turn even if it has spare movement
points and regardless of the given battle orders (even with maximize
damage). If the token lacks the sapper firepower to deplete all
the shields then the token will close to range 2 as normal. The
exact logic code-wise behind this bug has not been figured out
yet.
Copy Protection Activates When Editing an Allies Turn File:
When you save an submit a turn and then transfer the .x file to
another computer (which is being used by another player in the
game) and then re-open the turn and then re-save and submit before
finally turning over the file to the host, it can cause the copy
protection to kick in. The solution is to open the turn file up,
delete the .x file while stars is still running and then save and
submit, the newly created .x file will be safe to send to the host
for generation. The reason for this bug is that the machines hardware
hash is only written to the .x file when the .x file is being created
and not updated on subsequent save and submit, whereas the stars
serial number is updated each time. When you open up your allies
turn file, his hardware hash is already encoded into the .x file,
but when you update the file with a new save and submit, your stars
serial number is added to the file replacing his. Thus the host
during generation sees the same serial number on two turn files
but both with different hardware hashes. For more information,
see the section on the Copy Protection Features .
Font Problems When Using a Non-English Version of Windows:
When playing stars on a non-english version of windows, there
can be a few problems with fonts used in stars, the most noticeable
of these is in the player scores dialog where the player names
are written horizontally, making them overlap each other. This
is due to the fact that Microsoft has used different filenames
for the various fonts in each language version of windows. To solve
this problem requires editing the stars.ini file in the windows
directory and editing the [fonts] section. Details of the correct
text for each language can be found here
Netscape email attachment corruption :
Wen sending emails using Netscape, it will treat small attachments
of an unknown file type as text (7bit byte) instead of binary (8bit
byte) and so truncates the leading byte, this can lead to corruption
of turn files sent this way. The solution is to tell it that the
various stars file types should be sent MIME encoded.
Player Exploitable Bugs / "Features"
The use of these bugs (with the exception of chaff), is generally
considered cheating in multiplayer games unless specified previously
by the host that they are allowed, though if you are in doubt check
with your games host. Though it is still advisable for hosts to
mention which things are disallowed before the start of the game.
Chaff:
The game mechanics will cap the kills inflicted by missiles to
the number of missiles fired (i.e. one missile = one kill). Also
the targeting algorithm favours weakly armoured targets (in relation
to cost in res and bor). These two facts can be taken advantage
of. The cheapest armed ship you can build is a scout or frigate
with an x-ray laser and QJ5 engine. If you build 1000's of these,
the enemy's missiles will target these first. The problem is that
the targeting algorithm doesn't take into consideration the fact
that to kill a frigate with an Armageddon missile is actually wasting
1005 points of damage in overkill. So with enough chaff you can
effectively nullify the enemies missile firepower. But note that
the "one missile = one kill rule" doesn't apply to beams,
so beamers will eat through chaff very quickly.
See Art Lathrops article for a more in-depth description of chaff
and the various tactics associated with it. Though most players
consider this a perfectly legitimate and very useful tactic, there
are an odd few players who consider this cheating, and so you will
find the occasional game which bans chaff, though be very careful
to get an exact definition (including ship designs) as to what
is consider chaff from the host if it is banned (well before it
becomes an issue), as the line between chaff and a cheap sweeper
is very thin.
Split Fleet Dodge: (Sort of) Fixed in JRC4
An attacking fleet can only attack ships at the same location.
If you split your fleet into many smaller individual fleets and
diverge their movement orders, an attacking fleet can only engage
one of them (the one with the largest mass will be targeted - though
there may be a bug with this). A change was made in the JRC3 patch
to stop multiple chasing fleets from all attacking the same target
when this was done.
UR/CE Scrapping:
Races with CE get half price engines, and races with UR get to
reclaim up to 90% of resources and 70% of minerals that went into
the ship/fleet. However when scrapping at another races starbase,
Stars doesn't take into account the fact that CE races get half
price engines and the resources given are based on the full amount.
A ship that is mostly engine (scout with pricey engine), can be
used between an alliance to generate "free" resources
and minerals. This has been partially countered now that gifted
or alien ship (i.e. not built by that race) are considered 30%
cheaper in working out scrapping.
Battle Board Overload:
The battle board can only handle a maximum of 256 tokens (shared
among all races present). Excess tokens are simply left out of
the battle. The tokens selected are based on fleet number, so the
lowest numbered tokens would fight and the other left out, though
each player is guaranteed (256 / players present) number of tokens.
This can be taken advantage of by splitting off 256 chaff (or other
cheap ship type), doing a split all on the 256 chaff fleet and
then merging the rest of the fleet with the highest numbered ship.
This would allow you to "dodge" the battle for the price
of 256 chaff. Or simply keep some of more vulnerable ships out
of battle (i.e. bombers and freighters). Most players would consider
the deliberate use of this to be "cheating" unless specified
by the host prior.
0.2% Minimum Damage:
Stars records damage to armour in a fleet/stack as in 1/512ths
(0.2%). Any shots in combat (that do armour damage) will be rounded
up to the next 1/512th of the total armour in the stack. Normally
this isn't an issue, but can be abused. By Building 100+ DDs or
nubs with alpha/beta torps, and splitting them into individual
fleets just before combat, you will fire a very large amount of
slavos (100 fleets of nubs with 9 slots each with beta torps =
900 salvos). Normally these would only do a little bit of damage,
but because they are all individual salvos they will each do 0.2%
damage, and with 900 slavos that is 180% damage. Which would kill
one enemy token/stack outright and damage another by 80%, and this
is per round of shooting. The number of missiles per slot won't
increase the damage, but having 2 or 3 in the slot will give you
a second or third chance to make that salvo hit (missed missiles
don't damage armour). Note that shields aren't calculated this
way. And the 0.2% rule doesn't override the one missile = one kill
rule, so when the stack is at 99% damage you will still need one
missile per ship to do the killing blow. The best counter tactics
for this are first to split up your fleet into several smaller
tokens (thus it will only kill part of your fleet), and to have
gatling armed beam ships (as they do damage to each token in range).
False Public Player Scores:
Stars calculated actual resources during the middle of the generation,
but calculates resources displayed in public player scores at the
very end of the turn. This can be taken advantage of, by uploading
pop from each of your planets using waypoint 1 orders (i.e. after
movement) and then dropping them back as a waypoint 0 order (ie
before movement). This doesn't affect actual output, but can significantly
lower your reported resource output from which your score is largely
based. This could prevent other players realizing that you are
running away with the lead (and thus ganging up on you) until it
is too late. Though this could backfire if you are caught, as other
players would know that you are hiding something so may to gang
up to stop you (which is exactly what you are trying to prevent).
North/South Minefield Immunity: Fixed in JRC4
There is an unusual bug in which there are no minefield hit checks
done do a fleet traveling exactly due north or due south. Though
the checks are carried out if there is even 1ly of east/west movement.
This could allow a player to travel through a minefield at warp
10 with a 0% chance of hitting a mine. Most players would consider
deliberate use of this bug to be "cheating".
East/West Speed Bump Minefield Immunity: Fixed in JRC4
A similar bug to the one above, but this time affecting only speed
bump fields for fleet traveling due East or West.
SS Pop Steal: Fixed in JRC4
The robber baron scanner can steal minerals from an enemy player,
though a player cannot usually steal enemy colonists. Though in
the J patch, the check for seeing if the player wishes to steal
enemy colonists was disabled when using the waypoint 1 task option
(Transport|colonists|load all). This was not intended. This bug
has been proved to unbalance the game when used. Most if not all
players would consider use of this bug to be very serious "cheating" unless "specifically" stated
by the host prior the start of the game.
JRC4 Fix caveat: Mineral transfers must be done by hand, not as
a waypoint task.
[freepop] Hack:
Using a memory editing utility it is possible to create colonists
out of thin air, limited only by a players freighter capacity,
with the help of a memory editor. This abuses a lack of a viability
check for loading colonist from an uninhabited planet, usually
you cannot load more colonists than you drop down in a turn, but
a memory editor can be used to trick the user interface into believing
that you had dropped down millions of colonists, and the host doesn't
double check these figures. Use of this in a multiplayer game would
be considered by most players to be a totally inexcusable cheating
offence.
Cheap Starbase:
If you build an EMPTY starbase on a planet which has no base yet,
and finish it to 99%, then next turn you can still EDIT the design,
add all the weap and armor you like, and the base is still 99%
finished. This means you only pay 1% of the full armed base, and
99% for the empty base.
Mineral Upload:
Stars! allows you to upload minerals to any fleet in orbit that
does not belong to you. You can even do this if that fleet does
not have a cargo hold. This causes the minerals to "disappear".
People have abused this bug to deny the salvage of a battle from
their enemy by uploading the minerals from the surface to the enemies
warfleet/bombers.
Target List Overload:
The fleet lists that popup when you right click in the scanner pane
and the blue diamond of the waypoint tile will only list 100 fleets.
So when someone has 101+ fleets at the same coordinates (in orbit
of a planet for instance) you can NOT target fleet 101 or higher(these
are the fleets with the highest fleet #s.)
You can use the "Other fleets here" list to select(but
only view) the higher fleets. |