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-   -   Emotionless Attribute (http://forum.shrapnelgames.com/showthread.php?t=27964)

Cipher7071 March 12th, 2006 04:02 PM

Emotionless Attribute
 
I joined a 5000 racial point game, and I thought I'd like to try the Emotionless attribute. The mood on all planets I colonize is always emotionless. It never changes.

Then I conquered an enemy planet whose population was apparently "rioting." After 2 turns, even though the mood for the planet is given as "emotionless", the planet still behaves as though it were "rioting" (can't build, no reproduction).

I hope this means that I still just need to put some troops on the planet. Will that work, or is this going to turn out to be a very annoying bug.

Arkcon March 12th, 2006 04:15 PM

Re: Emotionless Attribute
 
Regretably, no. The emotionless attribute has locked them at the rioting state, this is a well known bug.

douglas March 12th, 2006 04:19 PM

Re: Emotionless Attribute
 
This is a known bug. If an emotionless race acquires a planet that is rioting, it will never stop rioting because the happiness change step of turn processing is completely skipped for that race and the initial rioting status for some reason overrides the emotionless trait. If you have a trustworthy ally who is not emotionless, you could load it with troops and transfer it to him just long enough for the rioting to stop. Another option is to load all the population into a transport, kill the last 1 million by "abandoning" the planet and not scrapping facilities, and then drop the population back on. Abandoning the planet without scrapping facilities results in a 0-pop colony with no happiness rating at all, and happiness is reset to the default for a new colony when you put the population back.

Cipher7071 March 12th, 2006 04:37 PM

Re: Emotionless Attribute
 
The thought of abandoning the planet had occurred to me, but I didn't know whether that would work. Sounds like a plan, because I'm transferring pretty much all of the captured population to other planets. That sure complicates the strategy, but I think I can make it work. Thanks.

Makes one reconsider the "scorched earth" strategy. Now I won't worry so much about glassing planets. With the emotionless attribute already said to be overvalued, this bug pretty much kills that strategy for me. I probably won't use it again unless Aaron fixes it in SEV.

Fyron March 12th, 2006 05:11 PM

Re: Emotionless Attribute
 
I don't think you can consider it a bug, so much as a poor design... Captured jubilant worlds will remain jubilant as well. In a PBW game, you could get an ally to make all of your worlds jubilant and gift them back to you, for a 10% bonus everywhere...

Cipher7071 March 12th, 2006 05:32 PM

Re: Emotionless Attribute
 
The rules in this particular game won't allow me to gift or trade planets with an ally. So it looks like I'm SOL on that account.

Bug, or no, there needs to be one more branch in the program logic tree to account for "emotionless."

Alneyan March 13th, 2006 05:52 AM

Re: Emotionless Attribute
 
Quote:

Imperator Fyron said:
[...] you could get an ally to make all of your worlds jubilant and gift them back to you, for a 10% bonus everywhere...

20% actually, which makes the bonus even more valuable. It wouldn't be particularly difficult for said ally to raise happiness either, and once it's set, it's here to last.

Fyron March 13th, 2006 06:25 PM

Re: Emotionless Attribute
 
You already have 10% from default starting happiness level of "Happy." http://forum.shrapnelgames.com/images/smilies/wink.gif

Alneyan March 13th, 2006 07:15 PM

Re: Emotionless Attribute
 
Quote:

Imperator Fyron said:
You already have 10% from default starting happiness level of "Happy." http://forum.shrapnelgames.com/images/smilies/wink.gif

What... Emotionless colonies also start at Happy? Okay, the trait doesn't make much sense to begin with, so I guess I shouldn't be surprised at having Happy Emotionless colonies everywhere. http://forum.shrapnelgames.com/images/smilies/wink.gif Thanks for the note.


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