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March 8th, 2004, 04:27 PM
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Colonel
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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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March 8th, 2004, 10:35 PM
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Lieutenant Colonel
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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.
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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March 9th, 2004, 01:11 AM
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National Security Advisor
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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
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March 13th, 2004, 10:12 AM
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Private
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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??
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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?
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March 13th, 2004, 10:18 AM
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General
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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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March 13th, 2004, 04:06 PM
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Private
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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.
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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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March 13th, 2004, 07:26 PM
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Shrapnel Fanatic
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Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?
So to continue the previous posting of emails...
I said:
Quote:
I do not think I am understanding what you mean by "this will cause it to
re-roll if the system in question has this ability." Does this mean that the
event/intel project will be shifted to a different system, or that it will
have a 30% chance of just failing out right (if the facility has an ability
value of 30)?
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Aaron:
Quote:
A random system is chosen as the target of the intel or event. If you have
a facility in the system which may prevent that event, then a percentage
roll is made. If its less than or equal to the percent of the ability,
then the target of the event is re-chosen. On the second pick, if the same
system is picked again, then the event does happen in that system.
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I said:
Quote:
So I was right... it does do nothing too useful. Why would it just shift the
event or intel around, rather than having a chance of actually stopping it?
All it does is have a chance to move the intel/event to another one of your
systems. The description says:
"Decreases the chance of any sabotage activities in this system by 5% "
But instead of reducing the chance of the event/intel to occur, which would
seem to be much more useful to me, it just causes the event/intel to play
musical chairs for a bit. :-\ Sure, you can sort of protect key systems from
random events, but the events still hit you somewhere.
What happens if a specifically targeted intel project hits an object in a
system with a Fate Shrine? Is there an ability value chance of essentially
turning into a random target project, or does it have no effect?
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Still awaiting response.
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