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  #11  
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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  #12  
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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  #13  
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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  #14  
Old July 16th, 2001, 05:00 PM
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Default Re: New CI bug with v1.41 ?

quote:
Originally posted by PsychoTechFreak:
(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.)


Sorry, I forgot to mention that savegame file is a simultaneous turn game.

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


I did not try that. I will give it a try and see if it works.

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  #15  
Old July 16th, 2001, 05:55 PM
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Default Re: New CI bug with v1.41 ?

quote:
Originally posted by Slaughtermeyer:
Has anybody tried multiple "intelligence sabotage" (cost 30000) missions to see if they stop the "unstoppable" multiple offensive intel missions?


Well, another player tried this against me in a PBeM. I had a number of intelligence projects and a single counter-intelligence (it was the Last project). My enemy attempted (among other projects) an intelligence sabotage. I completed successfully all projects, then he sabotaged my counter intelligence...
Anyway, I take my turn before him (I'm player #1, he's player #2) so it's possible that this works the other way around (i.e., that I can destroy his intelligence projects...).
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  #16  
Old July 20th, 2001, 06:40 AM
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Default Re: New CI bug with v1.41 ?

In a PBEM game, I just had two cargo bombs and an engine damage go off in the same turn. The cargo bombs were in the first two slots. The first two were successful, but the third was not. The message I received stated that the intelligence project failed, but did not specify whether or not the failure was due to enemy defensive counter-intel. Is there a small random chance that an operation will fail without any defensive counter-intel to account for it? Does offensive intel take place after combat? Maybe it failed because during combat the ship had all of its engines damaged already.

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  #17  
Old July 20th, 2001, 07:09 AM
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Default Re: New CI bug with v1.41 ?

i think there is a random chance of failure, possibly based on the level of the project. i have noticed projects sometimes fail against empires with 0 intel points. in one game on 1.19, ship bombs would almost always fail, but ground contamination would usually go through.

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  #18  
Old July 20th, 2001, 09:43 AM
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Default Re: New CI bug with v1.41 ?

How about the amount of damage caused from ship bombs? Is that randomly determined? If I want to destroy a ship, will targeting it with two simultaneous ship bomb missions do the trick?
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  #19  
Old July 20th, 2001, 11:02 AM
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Default Re: New CI bug with v1.41 ?

QUOTE:
How about the amount of damage caused from ship bombs? Is that randomly determined? If I want to destroy a ship, will targeting it with two simultaneous ship bomb missions do the trick?
/QUOTE

I don't think it's randomised. Just as resource procurement gets you 10,000 + 10,000 + 10,000 every time, a ship bomb seems to do the same amount of damage every time. Not sure how much though, probably around 100 points.

You can use mulitple bombs on one target.

Oh, and if the target ship has armour, damage will be applied there first, but shields will be ignored.

Ship bombs are really good against smaller ships (<Cruiser) and enemies which use shields rather than armour. It is sometimes still worth hitting armoured craft though - If you have a cloaked lookout in a system and can watch the enemy fleets heading towrds your systems, you can target larger ships to tenderise them before combat. Stripping off that crystalline or organic armour can really mess up their combat strategies.

Engine damage doesn't damage a ship's engines either, BTW, it just wastes a few movement points.

My favourite sabotage though is still cargo maintenence problems - get rid of those weapons platforms and fighters before sending in the troop transporters=-)

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  #20  
Old July 20th, 2001, 10:36 PM

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Default Re: New CI bug with v1.41 ?

There's still a bug in 1.41 that's been there from the beginning. The limit of 12 projects no matter how many points you have! If you get 3 or 4 enemies using intel attacks against you it's impossible to defend yourself even if you have more intel points than all of them combined. It's true that 1.41 seems to have worse defense effectiveness than previous Versions, but it was never possible to defend yourself properly against many opponents. Maybe a seperate list of counter-intel and 'other' projects would be a better way to organize intel. If you just increase the number of possible projects the problem gets worse.
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