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April 8th, 2001, 03:21 PM
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Captain
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Join Date: Jan 2001
Location: Chandler, AZ, USA
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Re: Intel_Fix_v1 Mod, Comments Requested
In testing AIs, I have seen them make good use from resource stealing. Not so much from damaging an opponent, as getting the resources for itself. There were a couple of times when testing the Rage that resources were getting tight to the point where the build queues were having problems, when a resource stealing project would succeed and at least get a little more production going.
The project that I was most dissapointed in was crew insurrection. While it took a ship away from the other side, it didn't seem like the AI knew how to use it. Mostly, it just seemed to sit in one place for several turns until the other side brought around a force to destroy it. One time the Rage got a fully supplied attack ship deep in unprotected enemy space, with lots of unprotected colonies sitting around it. Turn after turn, it just sat there until finally a couple of enemy ships came along and attacked it. It defended itself and did some damage to their ships before it was destroyed, but I was disappointed that it neither tried to escape to my lines, nor did it try to attack the undefended enemy planets.
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April 8th, 2001, 07:54 PM
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Colonel
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Re: Intel_Fix_v1 Mod, Comments Requested
Lucas, I think if you just remove all espionage projects (with the only exception may be of technological espionage) it will be fine.
Alpha Kodiak, I had a similar experience. Did you notice if the individual minister was switched on for this ship? But anyway I think this is a small bug. However it is still very annoying, if a vital ship like my population transport with citizens of an another species (I don't like the word slaves) is the target of a crew insurrection. It took me quite a time and effort till I captured it back. So I think the AI should continue to use it.
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April 9th, 2001, 06:40 AM
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National Security Advisor
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Re: Intel_Fix_v1 Mod, Comments Requested
The problem is probably this:
There is no difference between an AI player an a human with all ministers switched on. So if the ship DIDN'T have any ministers on, the AI can't control it, just like your ministers couldn't.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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April 9th, 2001, 08:31 AM
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Captain
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Join Date: Jan 2001
Location: Chandler, AZ, USA
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Re: Intel_Fix_v1 Mod, Comments Requested
Interesting possibility. I was playing as a human player with all ministers turned on. I did not check to see if the captured ship had its ministers turned on, but if it didn't, it should have since I had everything set up to run as if it was a computer player. Next time I am testing, I will pay attention to the minister status when crew insurrection succeeds.
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Ursoids of the Galaxy, unite!
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April 10th, 2001, 11:06 PM
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Major
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Re: Intel_Fix_v1 Mod, Comments Requested
If you find out that a ship taken by "Crew Insurrection" doesn't automatically have ministers turned on (especially if an AI uses Crew Insurrection), you might want to turn in a bug report to MM. Sounds like the sort of thing they'd want to know...
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