Didnt find anything on forum... Sorry i dont know where to write it, but i want answer on my question at topic... Today i seen a pretty **** bug using from 1 team, they just create 1876509128591856018923501956185617892356018927365817236096458912365096 orbital extractors and anchors in 1 point... So i want to ask - is that bannable? I really think that users who abusing bugs should get permabanned or at least get banned for a while so they will understand that abusing bugs is bad... And how can i contact some1 to post bug, to not write this at forum so every1 could read how to do this ? Sry for "awesome" english
It's not bannable, nor should it be. Bannable in tournaments perhaps, at the organisers discretion. Otherwise, submit a bug report and wait for it to be fixed.
A jerk move in a casual game, possibly enforceable as removed from a laddered game... ...not bannable though, there are too many cases of similar, all are shades of grey. Speak up to the guy, tell him that it is highly lame on the end for the other player.
12578332885522468489 and also they 146% use some software to queue 100500 extractors... because for example i can queue with this bug only 3-4 buildings, but they queued million in 1 pixel
No, the UI is moddable. I had a troll teammate one time use modified layering and area build commands with the whole team's fabbers every second. Most likely done by moddable UI. Really, a gas giant is an infinite resource anyway, if they used an area stacking glitch it really only saved travel time. Area command is one click anyway, stacking it with one click is mundane.
Infinite, but the quantity of extractors should be limited by the planet radius+radius between extraxtors And also, didnt u find retarded, that with this bug u only need to defend only 1 pixel of the planet? while other have to defent 100500 kilometers radius base with extractors? Lets just build all metal extractors, energy plants and factories in 1 pixel so u only need to set units for roaming aroud 1 pixel, so noone will attack you from behind or attack buildings while your units defend other direction of the base nope
Orbital extractors shouldn't be stackable. :-/ However, just send 1 nuke at them and there's no way they can defend against that.
By this logic, jigs spread out are more OP due to cost per nuke to destroy cost per jig, than they are stacked which makes a nuke pay for itself AND send the enemy into a spiraling ecostall.
The same way you nuke the orbital factory on a normal planet: Select nuke. Give attack order onto the building. Watch it pick the spot on the surfaces below the target. Watch the explosion go all the way up into orbital layer. Just an idea from observation: It seems he send in the fabbers in from another planet. So this bug might happen if you give an interplanetary/interplanetary queued build order. Perhaps orbital buildings are lacking a "check validity before you actually start working" step?
Changed thread title to something more descriptive because the answer to the original question is simply "no".
Ehh.. so many misconceptions in such short time. The orbital mechanics is full of features - one of them being the small detail that buildings can be stacked indefinitely. Constructors were sent from another planet since I couldn't start on gas (obviously) and yes - one nuke would have killed it (again, obviously). In any case - I was led to believe that orbital stacking problem was already reported (allegedly with anchors, not in the context of gas extractors - the latter improvement was my idea earlier today). In any case, I will report it tomorrow (once I figure out how and where) with full information on how to reproduce it (although it's fairly obvious) - unless somebody already opened it (in which case, could that person provide it here please?). As for the billions upon billions of them - it was only 600 or so.. energy production was barely above 5M. It will probably be fixed shortly - and in the mean, I'm having fun with exponential resource production in casual games :> PS: in my opinion it's merely a 'feature', which slightly imbalances the game some more - and it should be fixed shortly.
Well, here is the bug report that ZergSquad just made: PA#4141 Maybe there is an earlier one though, in which case it should be marked as a duplicate. There is an older one, which looks similar: PA#3914