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September 20th, 2001, 04:59 PM
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Colonel
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Re: @BETA-Testers, BUGFIX wishlist for THIS patch
Did you realize that the ability of the fate shrine to reduce the success chance of enemy intel operations doesn't work either? It is hard to see if you use the unmodified shrines, but if you increase the effect to 90% you will realize, that the ability does not work.
I reported this quite a long time ago, but never heard that it was or will be fixed.
At the moment the religious trait has lost quite a bit of it's power.
[This message has been edited by Q (edited 20 September 2001).]
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September 20th, 2001, 11:22 PM
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First Lieutenant
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Re: @BETA-Testers, BUGFIX wishlist for THIS patch
quote: Originally posted by Q:
Did you realize that the ability of the fate shrine to reduce the success chance of enemy intel operations doesn't work either?
I suppose the "Decreases the chance of any bad events in this system" to be a problem too, maybe the "Lucky" racial trait also ?
quote: Originally posted by Q:
I reported this quite a long time ago, but never heard that it was or will be fixed.
Sounds familiar. More feedback would be nice, but obviously impossible for a one-man-company. The problem with this is, you sometimes wait 6 months before you realize that your bug report has been lost under a big pile of files.
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September 20th, 2001, 11:31 PM
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National Security Advisor
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Re: @BETA-Testers, BUGFIX wishlist for THIS patch
I think the chance of bad events thing is for EVENTS, like, say, your star blowing up, not intel.
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.
- Digger
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September 21st, 2001, 01:35 AM
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First Lieutenant
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@BETA-Testers, BUGFIX wishlist for THIS patch
I am sure you are testing the intelligence engine with high priority. But please consider at least two other bugs to be fixed with this patch if possible:
Nature Shrines are my favorite facilities, please, please, please help that the following bug will not be taken over to the next patch:
In SEIV ver 1.41 the Nature Shrines have lost their system wide ability, they just effect the planet on which they are built. Easy to test with one religious race, high tech, build facility, repeat next turn, observe the other planets.
I have sent a bug report with savegames (about 6 weeks ago ?), but it could be that it was the only one which might not be enough to be noticed by Aaron. It seems to me that many Users do not have upgraded to ver 1.41, or most of them who have done that do not use religious trait. Aaron would make me very very happy if I would not have to wait another month to get back my favorite shrine, honestly. And I guess this bug could be easily fixed.
Another necessary bugfix is the culture modifier problem (production, space combat without effect), I guess there are enough bug reports about this one which is now taken over from patch to patch since (?), I do not know, maybe from the first Version of SEIV.
Please take this post just as a BUGFIX wishlist, not as a PATCH wishlist which always tends to create hundreds of new ideas.
Thank you very much.
[This message has been edited by PsychoTechFreak (edited 20 September 2001).]
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September 21st, 2001, 09:21 AM
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Brigadier General
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Re: @BETA-Testers, BUGFIX wishlist for THIS patch
quote: Originally posted by PsychoTechFreak:
In SEIV ver 1.41 the Nature Shrines have lost their system wide ability, they just effect the planet on which they are built. Easy to test with one religious race, high tech, build facility, repeat next turn, observe the other planets.
I cannot confirm this bug, in fact, the shrine works just fine for me. I have just tested it and it will work system wide. Remember, it will not work in 1 turn but in a year (i.e. 10 turns).
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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September 21st, 2001, 06:55 PM
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Colonel
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Re: @BETA-Testers, BUGFIX wishlist for THIS patch
Phoenix-D there a both abilities available and both are used in the fate shrine.
From the ability file:
Change Bad Intelligence Chance - System
Value1 = Percentage change in chance for bad intel event for entire system (+/- percentage).
Value2 =
and
Change Bad Event Chance - System
Value1 = Percentage change in chance for bad event for entire system (+/- percentage).
Value2 =
It is however very difficult to test if the bad event chance works and I never did that.
However the intel change did not work when I tested it some time ago.
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September 21st, 2001, 07:16 PM
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Lieutenant General
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Re: @BETA-Testers, BUGFIX wishlist for THIS patch
create a one system quadrant, crank the event probability up to 90%, limit it to low severity, and build a shrine edited to 100% efectiveness.
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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September 21st, 2001, 07:26 PM
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First Lieutenant
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Re: @BETA-Testers, BUGFIX wishlist for THIS patch
quote: Originally posted by Puke:
create a one system quadrant, crank the event probability up to 90%, limit it to low severity, and build a shrine edited to 100% efectiveness.
Game crashes with 100% (at least at my machine), runtime errors, several application errors, quit to desktop. 90% works good.
What I do not understand is, that NS do not work system wide just on my PC, maybe I had a bad bit with the Last patch...
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September 30th, 2001, 03:15 PM
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First Lieutenant
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Join Date: Mar 2001
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Re: @BETA-Testers, BUGFIX wishlist for THIS patch
quote: Originally posted by PsychoTechFreak:
In SEIV ver 1.41 the Nature Shrines have lost their system wide ability, they just effect the planet on which they are built.
All right, finally I have found my mistake. NS just effect the INHABITED planets of the system. "Increases the value of all planets in the system..." is a misunderstanding (?), because there is no effect on planets which are not occupied.
@betatesters: Do you know any news about the culture modifier bug - production and space combat without effect ? Is MM aware of it ?
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