[Mod] Unity v2.032 - A New Threat

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Redd13
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Re: [Mod] Unity v2.032 - A New Threat

Postby Redd13 » Tue Oct 30, 2012 9:56 pm

After having played through, struggled with, but enjoyed all the Uni:T Prime missions, I've discovered a problem. In the final battle with the core, it's actually possible to 'win' without having to engage the core at all. What you have to do is completely opposite to your hint on winning the final battle.

What I did was deploy my standard fleet as far back as possible to draw the mobile elements of the Uni:T forces onto them. These they destroyed leaving just the core and surrounding stations. Now as my standard fleet is really slow, it was then left with a long slog across space to get to the core which, as it's so far away, took a great deal of time. So much so in fact that the game got bored and 'called' the result meaning a 97:43 victory for me. Very funny, but also very unsatisfying. If I deployed the same fleet further forward, it was destroyed by the core.

If you update the mod, you might think about changing the deployment on this map to avoid this exploit. If you staggered the immobile stations into more discrete defensive lines and had ships in formation with them at the back, the attacker would be forced to engage the stations, then the ships that get released when that station is destroyed, then on to another station and so on, until they have to fight the core.

Just a thought.

Otherwise, great mod and obviously something that required one hell of a lot of work on your part.
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darkstar076
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Re: [Mod] Unity v2.032 - A New Threat

Postby darkstar076 » Thu Jan 18, 2018 12:20 am

Redd13 wrote:After having played through, struggled with, but enjoyed all the Uni:T Prime missions, I've discovered a problem. In the final battle with the core, it's actually possible to 'win' without having to engage the core at all. What you have to do is completely opposite to your hint on winning the final battle.

Shhhhhh!. . . . Since this mod was released I have managed to keep that flaw a secret.

Redd13 wrote:What I did was deploy my standard fleet as far back as possible to draw the mobile elements of the Uni:T forces onto them. These they destroyed leaving just the core and surrounding stations. Now as my standard fleet is really slow, it was then left with a long slog across space to get to the core which, as it's so far away, took a great deal of time. So much so in fact that the game got bored and 'called' the result meaning a 97:43 victory for me. Very funny, but also very unsatisfying. If I deployed the same fleet further forward, it was destroyed by the core.

Well, a victory is a victory . . .
Mind you your fleet is rather well designed if it only suffered 3% loss from the onslaught of the guardian forces.
But its good to know that the core can rip em apart if they get into range :P

Redd13 wrote:If you update the mod, you might think about changing the deployment on this map to avoid this exploit. If you staggered the immobile stations into more discrete defensive lines and had ships in formation with them at the back, the attacker would be forced to engage the stations, then the ships that get released when that station is destroyed, then on to another station and so on, until they have to fight the core.

Ah yes, i see what you mean, like a breadcrumb trail to draw in the fleet to their doooooom.

Redd13 wrote:Otherwise, great mod and obviously something that required one hell of a lot of work on your part.

Thanks :)

Along with the combined arms exploit there are a one or two things I could do, to make an update worthwhile. As always if people have suggestions of what they think I could do, that would improve the mod then by all means post it here. If/When i delve back into the code I will see if I can implement the ideas presented.


Last bumped by darkstar076 on Thu Jan 18, 2018 12:20 am.
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