Entrenchment Mine Bug/Exploit

MINES!!!

Well I found a basically infinate credit/metal/crystal giving bug.  We activate it you make a mine field then cancel each mine indivdually or through the tactical screen.  Canceling 1 mine (out of 7 I beleive) will give you the amount of credits/metal/crystal it cost to make 7 mines.  This allows you to make a MASSIVE amount of mines then just cancel them for 7x the resources.  Very helpfull bug (as of now) for testing the new stuff.

2,899 views 8 replies
Reply #1 Top

Well I don't know if you'd call this a bug but due to the EXTREMELY short range of mines, and the 3 dimensional placement of mines, it is EXTREMELY  UNLIKELY that a mine will detonate.  I have tested this and even with ships DIRECTLY on top on mines they will not go off (due to the 3 dimensional plane).

Reply #2 Top

Move this thread to beta feedback

Reply #3 Top

Yep, I also noticed that the mines rarely work.  I filled a couple of grav. wells with mines to try them out and the only thing that set one off was a lone scout frigate.  Unfortunately, the ship was well past the mine before it decided to explode, lol.  I'm watching the ship run straight over a ton of mines and suddenly one explodes on the other side of the planet from the ship.  It looks like it just needs a bit more range and a more immediate boom.  Hopefully they'll get it sorted soon.  I'm enjoying Entrenchment so far, though, since everything else seems to be running smooth, as far as I can tell.

Reply #4 Top

The mines work well enough for me.  I had a pirate fleet try to attack one of my hangers and the mines just ripped him a new one.  Like I was wondering if the mines were too good at close range.

Reply #5 Top

Yeah the pirates seem to be obliterated by them.  Definitely makes them less of a problem.

And yes, building a mine field and then cancelling production ends up giving you 10x the resources and credits it took to place them.  I think someone else pointed this out in another thread.

Reply #6 Top

what race are you guys using?  when I placed the low level mines with Vasari...it didn't cost anything to place them...no credits...no resources.  Just a 5 second cooldown to place more.  I put up over 100 in 1 grav well in about 5 minutes for free.

Reply #7 Top

TEC proximity mines cost 1000 cr, 350 m, 250 c to place a field of 10.

And with the bug you get a total of 10,000 cr, 3500 m, 2500 c when you abort building them.  Kinda' a big bug if you ask me. ;)

 

EDIT:  Does this bug have to do with each mine being counted as a separate structure when the whole field is built as itself one structure?  I've noticed that the notification when one mine is completed is "proximity mine field competed" or whatever.  Just for one mine.

Reply #8 Top

Quoting Exterm123, reply 7
TEC proximity mines cost 1000 cr, 350 m, 250 c to place a field of 10.

And with the bug you get a total of 10,000 cr, 3500 m, 2500 c when you abort building them.  Kinda' a big bug if you ask me.

 

EDIT:  Does this bug have to do with each mine being counted as a separate structure when the whole field is built as itself one structure?  I've noticed that the notification when one mine is completed is "proximity mine field competed" or whatever.  Just for one mine.
End of Exterm123's quote

 

I've checked this in multiple games and the full cost is only refunded per mine BEFORE the mine is constructed. After completion they refund a sane amount. Also, there are multiple threads over this. Someone should consider consolidating.