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-   -   Does "Change Bad Intelligence Chance - System" now really work with the new patch? (http://forum.shrapnelgames.com/showthread.php?t=11549)

Q March 8th, 2004 06:37 AM

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??

Fyron March 8th, 2004 06:58 AM

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

Phoenix-D March 8th, 2004 07:06 AM

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..

Fyron March 8th, 2004 07:11 AM

Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?
 
Well... I got this response:

Quote:

Bad Event Chance decreases that chance that system will be picked for a
bad event. Basically, if the system is chosen, and the ability is present,
then a re-roll occurs. If the system is picked again a second time, it
actually gets hit with the event.

Bad Intel Chance decreases the chance of bad a bad intelligence event in
that system. If another player chooses and intelligence project which
randomly picks a system, then this will cause it to re-roll if the system
in question has this ability.
<font size="2" face="sans-serif, arial, verdana">To which I replied:

Quote:

So if you build the Fate Shrine in every system, it is useless? For
Intelligence projects, anyways. It does not actually have a chance for the
event/intel project to fail, but just shifts the target elsewhere? This
seems to be fairly useless to me for Intel Projects. Events might be
transferable to a different empire, so that could be useful. But Intel
Projects will still target the same empire. http://forum.shrapnelgames.com/images/icons/icon9.gif
<font size="2" face="sans-serif, arial, verdana">And he replied:

Quote:

If there are no valid targets, then the project just fails.
<font size="2" face="sans-serif, arial, verdana">I am a tad confused as to what it is supposed to do, awaiting another response. http://forum.shrapnelgames.com/images/icons/icon7.gif

Q March 8th, 2004 04:27 PM

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.

Krsqk March 8th, 2004 10:35 PM

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.

PvK March 9th, 2004 01:11 AM

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

Mirona Thetin March 13th, 2004 10:12 AM

Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?
 
Quote:

Originally posted by Q:
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??

<font size="2" face="sans-serif, arial, verdana">I had in mind in a PBW game to take out the nasty
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?

Alneyan March 13th, 2004 10:18 AM

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.

Mirona Thetin March 13th, 2004 04:06 PM

Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?
 
Quote:

Originally posted by Alneyan:
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.
<font size="2" face="sans-serif, arial, verdana">Well, cargo bomb has also Effect amount 1 and is working properly, 8 WPs and 12 sats are killed with one Intel project.


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