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  #1  
Old October 13th, 2001, 07:52 AM

Dragonlord Dragonlord is offline
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Default Re: Psst, over here, I got the latest patch status... shhhh

Not really....sorry
That part of the info I already knew.
But, (after patch) if I have a CI project III running with say 200k points stored up, and I get hit by multiple intel offenses (say 5) worth 180k, will all be stopped? And if so will I then have 20k points left, or 0?
If I think I have enough CI points stored, can I then stop adding points to CI (to avoid "completing" the project) and sorta keep it around on layaway until it's needed?
If so...if you can get an early lead in intel production you could store up say 2 M points in a few CI-3 projects and then forget about CI...

Same example: if I have 200k in one CI project and I get hit by 6 attacks totaling 220k, then only the Last attack gets through right?
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Old October 13th, 2001, 07:54 AM
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Default Re: Psst, over here, I got the latest patch status... shhhh

I too would appreciate new features like drones very much. But I think the bug fix has priority and the new patch will indeed fix some very important bugs IMO. Let's try to be patient and hope the new features will come one day too.
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Old October 13th, 2001, 11:24 AM
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Default Re: Psst, over here, I got the latest patch status... shhhh

My understanding is that you will stop all 5 projects and have 20k left. At least so it seems in my AI games.
But AFAIR you have to keep your projects funded or they will not work. You cannot build a CI and stop giving it support without losing the effect. But you can come back and pick up support if you want any time.


[This message has been edited by [K126]Mephisto (edited 13 October 2001).]
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Old October 13th, 2001, 11:28 AM
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Default Re: Psst, over here, I got the latest patch status... shhhh

IMHO I think we won't see very much new features in the game until SE5. Some things are just to much work to code them and make them work properly without breaking the rest of the game (in terms of bugs AND play balance). But you should all remember that the history.txt does not contain all fixed bugs. In the latest patch Aaron has fixed 12 of my 14 reported bugs, many of them will improve the AI significantly.
quote:
Originally posted by Q:
I too would appreciate new features like drones very much. But I think the bug fix has priority and the new patch will indeed fix some very important bugs IMO. Let's try to be patient and hope the new features will come one day too.


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Old October 13th, 2001, 08:27 PM

chewy027 chewy027 is offline
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Default Re: Psst, over here, I got the latest patch status... shhhh

3. Fixed - Crashing bug when a warp point had already been closed and another ship
tried to close it with the same orders in a simultaneous game.

Does this mean its only fixed for simultaneous games? I've been having problems with it in the trun based also.
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Old October 13th, 2001, 08:52 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Psst, over here, I got the latest patch status... shhhh

quote:
Originally posted by [K126]Mephisto:
IMHO I think we won't see very much new features in the game until SE5. Some things are just to much work to code them and make them work properly without breaking the rest of the game (in terms of bugs AND play balance). But you should all remember that the history.txt does not contain all fixed bugs. In the latest patch Aaron has fixed 12 of my 14 reported bugs, many of them will improve the AI significantly.



Please list the changes you have verified? I'd like to know how the AI is progressing. Have any useful changes been made in the meaning of settings in the AI files? Especially, does AI_Construction_Vehicles use ship name/class rather than ship type yet?
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Old October 14th, 2001, 12:01 PM
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Default Re: Psst, over here, I got the latest patch status... shhhh

I’m sorry, the calling of ships instead of ship classes is not implemented. The changes are more subtle but will nevertheless have great impact on the AI. I have extensively tested this.

Here are some of these changes:

1.) There was a problem with the counting of spaceborn units that did sent the AI in a production loop (if it was producing satellites, that is).

2.) “Do not move through minefield”-line. This line will prevent the AI from sending ship after ship into a known minefield. It was there for a long time but could not be used as the AI would not send minesweepers into the minefield either.

3.) Further minesweepers were not willing to enter a minefield if another unit was present in this sector (combo mine/satellite field). The minesweeper waited for a warship to clear the satellite and the warship waited for the minesweeper to clear the mines. As the field was never cleared, the AI stacked large amounts of ships in front of such a field. The problem has been solved, the minesweeper will now go in and clear the mines. If it is destroyed by the units (only fighter can do this), so be it, minesweeping is already a suicide mission.

4.) The population transport minister would never move population to a planet with 0 population but >0 facilities. As the Ai will not give up planets these 0 population planets were effectively lost for the AI. The AI will now send in population transports. Make sure to have medical bay on board!

5.) The AI tried to produce units (like troops) even if the Space Yard Ship was in deep space. The AI would try to produce them every turn so the ship could never move from its position but neither could produce the units. This has been solved, space yard ships (and I think bases, too) won’t produce units any more. This frees them for ship production and repair mission (yes, SYS will go after your damaged units and repair them!).
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