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Does "Change Bad Intelligence Chance - System" now really work with the new patch?
I installed the new patch and used my old savevegame I had to test the "Change Bad Intelligence Chance - System" ability: In a system with a facility that should reduce the chance by 90% I had an attack with three intel projects (cargo maintenance). All three projects succeded as it was before the new patch.
Did anybody test this abilty and what were the results?? |
Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?
I asked Aaron questions via email related to this Last week. Hopefully on Monday he will answer my latest email... I will post his response once he does. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?
I wonder if this ability just reduces the chance for intel to select that specific system when "Any" is selected as the target..
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Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?
Well... I got this response:
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Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?
Thank you for this information Fyron. I explains what I have seen (because the intel projects were targeted to this system). However as you stated this mechanism of action reduces the usefulness of this ability greatly. I supposed that if you have a facility with this ability in the system it will simply cancel the effect of any intel project in this system in x% of the cases (x being the amount of the reduction). If the intel project is just redirected to an other system and if targeted projects are not inhibited, then I doubt that it will be very useful.
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Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?
It looks like a "saving throw." If it's selected, the facility causes a second roll. If your system fails the roll, the event occurs. If the system passes the roll, it sounds like the event fails and doesn't keep looking for a system. I await (your posting of) Aaron's clarification, however.
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Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?
If it just diverts it, then you just need a colony in a system to let them beat up. Name it "Bite Me" or something. It could just be a Tiny moon with nothing worth killing on it.
PvK |
Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?
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missile WPs with Cargo maintenance Intel project prior invasion. I had set up a testbed for this purpose to determine how many projects i need to take out a certain amount of WPs. The attacked planet had 8 WPs and 12 sats in cargo the message in both empires says that units are destroyed, but unfortunately looking into cargo the WPs and Sats are still there. Of course i tried it several times with single and multiple Intel attacks the same turn, no result at all. Am i too stupid to do the testbed properly or is this a bug? |
Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?
I tried the same thing, and it didn't work either. I am not sure why though. Does it mean this project is broken, or it is too weak to destroy a weapon platform with a single project? As the "Effect Amount" is 1, I would believe the project cannot work properly as for now, but I may be wrong.
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Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?
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