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  #1  
Old July 7th, 2001, 10:01 PM
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LazarusLong42 LazarusLong42 is offline
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Default Re: New CI bug with v1.41 ?

Has there been any further testing/information on this?

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  #2  
Old July 8th, 2001, 02:27 PM
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Default Re: New CI bug with v1.41 ?

I have created a savegame (original, without mods, ver 1.41) with three races under player control. Each race produces about 30,000 intel points, and everyone has established contacts to the other races. I have sent this save to MM. If anyone is interested to do some intel experiments then I would send it by e-mail.

Since this problem causes several balance problems (especially multiplayer) I disabled Applied Intelligence Tech and unchecked Allow Intelligence Projects in Game Settings for my games until this bug is fixed.

OTOH, if you like to experiment with this problem: since you only can counter the very first attack just use one CI project, the others are worthless... I sometimes have done this:
slot 1 : offensive attack with 5,000 points (because this one is the only one which could be countered)

slot 2-x : better offensive attacks (like crew insurrections)

slot x+1: about 30,000 (rest) points for one CI project


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Old July 8th, 2001, 05:23 PM

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

Before 1.41 the PBEM games were overrun with fighters. Now fighters are less common. I suppose this new "feature" will mean lots of Intel wars with those who know about it having an advantage over those who can't quite figure out what is happening to them.

Glad I made one of my games intel free. Wish I had done it with the other.
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Old July 9th, 2001, 03:50 AM
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Default Re: New CI bug with v1.41 ?

Hmm... well, to "fix" games running in 1.41 until the next patch, how about adjusting the points generated by Intel facilities in current games?

For example, the attached file divides all intel generation by ten. This will probably go a long way to restoring the balance, although it can very easily be set to other values as suits tastes and the size of the game in question.

Just copy this file to your SEIV/Data directory and overwrite the existing file. You may want to make a copy of your existing file first, but it's a very simple change (I just deleted six zeroes).

The next patch should overwrite this file, so assuming it fixes the bug, it should fix this hack as well.

PvK



[This message has been edited by PvK (edited 09 July 2001).]
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Old July 15th, 2001, 01:02 AM
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Default Re: New CI bug with v1.41 ?

Ok, I have done some testing and made another observation.

Defensive operations that take longer than 1 turn never finish. If you have enough points to finish it in 1 turn it does, (more than 100K for level 1) but if a defensive operation takes more than 1 turn, no points get applied to it each turn.

I hope this gets fixed soon.

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Old July 15th, 2001, 09:04 AM
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Default Re: New CI bug with v1.41 ?

geo, could you test it again without offensive operations against your counter projects, please ? (I have problems to get to the next turn with your savegame, it seems to be a pbem/host thing, the game quits to desktop).

My observation is, the defensive projects get filled if they are not attacked by offensive operations. But every intel attack (no matter if successful or not) seems to RESET a CI project to zero points.
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Old July 15th, 2001, 09:47 AM
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Default Re: New CI bug with v1.41 ?

Has anybody tried multiple "intelligence sabotage" (cost 30000) missions to see if they stop the "unstoppable" multiple offensive intel missions?

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