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October 27th, 2006, 02:46 PM
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Corporal
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Join Date: Jun 2002
Location: Atlanta, Ga.
Posts: 164
Thanks: 4
Thanked 0 Times in 0 Posts
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Re: 1.08 bugs.
Quote:
Shadowstar said:
Political espionage does give you some interesting views of just what the AI's are doing with each other behind the scenes, although that usually amounts to something akin to spying on a room full of monkeys. Is it too soon for another UN reference?
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That's funny, and no it's not, though rabid monkeys might be more appropriate.
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October 27th, 2006, 04:29 PM
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Sergeant
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Join Date: Feb 2001
Location: Utah
Posts: 221
Thanks: 0
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Re: 1.08 bugs.
I didn't find this in the history.txt for 1.08 so here it is. If I an AI uses intelligence to destroy a research project I am doing it makes the research project take an insurmountable amount of time. On further inspection when I clicked the "Research Spent" option to see how much I had spent on various other fields it showed that I had spent "-9,995,234" research in that field.
The destroyed research project was going to take 10 million research points just to dig it out of the hole to get to the next level.
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October 27th, 2006, 04:34 PM
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Major
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Join Date: Oct 2003
Location: Union, SC
Posts: 1,166
Thanks: 1
Thanked 2 Times in 2 Posts
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Re: 1.08 bugs.
I hope that -10M research points is a bug that will be fixed - i.e. set to 0 from whatever you had researched so far. -10M essentially means abandoning the project forever.
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Caduceus
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October 27th, 2006, 04:44 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
Thanks: 0
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Re: 1.08 bugs.
I've had the enemy destroy my research projects several times, without it actually having *any* effect. They'd still finish right on time. Funny game.
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October 27th, 2006, 04:57 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: 1.08 bugs.
Quote:
Raapys said:
I've had the enemy destroy my research projects several times, without it actually having *any* effect. They'd still finish right on time. Funny game.
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Is that in the Balance Mod though? I have it only subtract 5000 points so you might not even notice depending on how many points you're making. Perhaps I should make it ~25% of the project cost instead?
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October 27th, 2006, 05:30 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
Thanks: 0
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Re: 1.08 bugs.
Hmm, that might be an idea...or even 50%?
Intelligence seem a bit messed up though. Enemies which have had at max 5'ish intelligence facilities have suddenly come up with 50k intelligence points and hit me with 31(!) attacks in one turn.
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October 27th, 2006, 06:09 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
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Re: 1.08 bugs.
It is sabotage! It's not like they stole a wrench or something, they destroyed the research lab, scientists and all that goes with it. You need to start from scratch, maybe worse. It should be -150% or even -200%.
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Slick.
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October 27th, 2006, 10:49 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: 1.08 bugs.
Quote:
Raapys said:Intelligence seem a bit messed up though. Enemies which have had at max 5'ish intelligence facilities have suddenly come up with 50k intelligence points and hit me with 31(!) attacks in one turn.
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That's cause *gasp* stock intel projects only cost 1000-5000 points per project.
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November 3rd, 2006, 06:53 PM
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Captain
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Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
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Re: 1.08 bugs.
Quote:
Baal said: The destroyed research project was going to take 10 million research points just to dig it out of the hole to get to the next level.
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Wow, you could REALLY exploit the AI with that bug!! 
__________________
Give me a scenario editor, or give me death! Pretty please???
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November 3rd, 2006, 07:24 PM
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Captain
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Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
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Re: 1.08 bugs.
I was fooling around with the demo and found a bug that might explain Shadowstar's problem capturing that homeworld.
Here it is: I "attacked" a sector containing a 2B pop homeworld planet (and no defenses) with only a transport, landed troops, and got the usual message. Then I "attacked" that sector again the same turn with a well-armed LC (to defend the transport from any ships the planet might make), but I forced the LC to NOT attack the planet. I ended the turn, and got NO ground combat for that sector. (I did have ground combat in another sector, though, which was expected.) So I looked at the planet in question, and it had my troops in its cargo! A few turns later, I dropped more troops from another transport, which I had quickly brought up using some cheatcodes. (Hey, if the computer's going to cheat....) After ending that turn, I got normal ground combat, and all of my troops participated (fighting for me). They killed a few militia, and the planet was mine (finally).
So, the bug is either
1) you can only have one ground combat per turn (unlikely); or,
2) if you attack a sector after dropping troops, the ground combat at the end of that turn gets called off. Your troops remain loyal to you but you have to drop troops again to re-initiate the ground combat.
edit: this was all turn-based and tactical combat.
__________________
Give me a scenario editor, or give me death! Pretty please???
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