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  #1  
Old June 30th, 2001, 11:14 PM
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PsychoTechFreak PsychoTechFreak is offline
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Default New CI bug with v1.41 ?

I wondered why the enemy races are more successful with their intel attacks in my new game (v1.41), so I have done some tests with my old "CI bug savegames", one of the CI bugs is solved now, thank you, Aaron:

Version 1.39:
8. Fixed - Successful intelligence defense would sometimes result in you having
intel defense projects more accomplished then when they started.

But it looks like we've got a new problem now, even with multiple CI projects with enough points accumulated, the projects always seem to counter just one Intel attack (maybe one per race?). Unfortunately I don't have a savegame with more than 2 races with intel points and with established contacts to each other, and I'm too lazy to create one now, so I hope someone could help me out.

What I have tested is this:

Race A has got 30,000 intel points distributed evenly to 3 CI level III projects
Race B attacks with 3 intel attacks (5,000 points each), one fails, the other 2 attacks are successful

Similar configurations (2 CI against 2 attacks, 4 CI against 3 and so on...) display the same, it's just always one attack which can be countered.

Could anybody of you who has a similar savegame (best would be with 3 or more races, to see if it's one counter per race *shudder*) check this out ?

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Old June 30th, 2001, 11:40 PM

CaptSpoogy CaptSpoogy is offline
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Default Re: New CI bug with v1.41 ?

A possible remedy could be to use several Counter Intelligence programs at one time.

For example, if the enemy is performing 3 intels against you, you could counter by using 3 counter intelligence programs...

It's just a guess, but it might work. Perhaps it's even supposed to be this way.

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Old July 1st, 2001, 07:40 AM
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Default Re: New CI bug with v1.41 ?

That's exactly what I have done:

"Race A has got 30,000 intel points distributed evenly to 3 [THREE] CI level III projects"

Meanwhile I have done some more tests about that: It's ALWAYS the first slot of the intel attacks which is just countered, so if you want your valuable intelligence attacks to come through then you just have to waste a 5,000 point slot at the beginning (e.g. census thefts) and put the more valuable attacks to the 2nd, 3rd and so on slot...

Another bad thing about this is: the CI projects of the countering race will loose their accumulated CI points in all slots (one slot for each intel attack) although the counter projects (except one) will fail. And the (first) attack (the only one which is countered successfully) is not mentioned in the Log (like: "we have countered an enemy attack successfully").
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Old July 3rd, 2001, 09:06 AM
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Default Re: New CI bug with v1.41 ?

AAAaaaaaaaaaarrrrrrrrgggggghh...

I have lost 1,5 million colonists due to a cargo bomb attack (5,000 points, that's ridiculous against my severe multiple counter intel defense).

I'm going to work out a savegame now with the original folder, to post these problems to MM. This is an annoying step back...
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Old July 3rd, 2001, 08:11 PM
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Default Re: New CI bug with v1.41 ?

quote:
Originally posted by PsychoTechFreak:

Could anybody of you who has a similar savegame (best would be with 3 or more races, to see if it's one counter per race *shudder*) check this out ?



Very bad news on this question: All of my CI projects just counter ONE (the very first) attack and they fail on the next attacks which are done in the same turn. This means (even with 12 almost full CI level 3 projects):

Race 1 attacks you with e.g. 5,000 points and fails against your CI projects, if it has a 2nd, 3rd... attack in the same turn : these are successful although all CI projects which SHOULD counter an attack are reset to zero.

Every further attack of race 2,3,4... in the same turn are successful.

Unfortunately this is a systematic error, not a function of random.

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Old July 3rd, 2001, 11:54 PM

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Default Re: New CI bug with v1.41 ?

Drat, this sounds to me to be as balance-damaging as the fighter-stack bug that was in the previous revision of the game. Just toss in a diVersionary 5000-point intelligence operation on the same turn that your PPP or other big project completes, and there's no way to defend against it? It's like a covert-operations Version of MAD, as soon as two empires go to war they'll ground-contaminate each others' planets back into the stone age.
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