|
|
|
|
March 12th, 2006, 04:02 PM
|
|
Second Lieutenant
|
|
Join Date: Nov 2003
Posts: 482
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Emotionless Attribute
I joined a 5000 racial point game, and I thought I'd like to try the Emotionless attribute. The mood on all planets I colonize is always emotionless. It never changes.
Then I conquered an enemy planet whose population was apparently "rioting." After 2 turns, even though the mood for the planet is given as "emotionless", the planet still behaves as though it were "rioting" (can't build, no reproduction).
I hope this means that I still just need to put some troops on the planet. Will that work, or is this going to turn out to be a very annoying bug.
__________________
The great tragedy of science...the slaying of a beautiful hypothesis by an ugly fact. (T. H. Huxley)
|
March 12th, 2006, 04:15 PM
|
|
Colonel
|
|
Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Emotionless Attribute
Regretably, no. The emotionless attribute has locked them at the rioting state, this is a well known bug.
|
March 12th, 2006, 04:19 PM
|
|
Major
|
|
Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Emotionless Attribute
This is a known bug. If an emotionless race acquires a planet that is rioting, it will never stop rioting because the happiness change step of turn processing is completely skipped for that race and the initial rioting status for some reason overrides the emotionless trait. If you have a trustworthy ally who is not emotionless, you could load it with troops and transfer it to him just long enough for the rioting to stop. Another option is to load all the population into a transport, kill the last 1 million by "abandoning" the planet and not scrapping facilities, and then drop the population back on. Abandoning the planet without scrapping facilities results in a 0-pop colony with no happiness rating at all, and happiness is reset to the default for a new colony when you put the population back.
|
March 12th, 2006, 04:37 PM
|
|
Second Lieutenant
|
|
Join Date: Nov 2003
Posts: 482
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: Emotionless Attribute
The thought of abandoning the planet had occurred to me, but I didn't know whether that would work. Sounds like a plan, because I'm transferring pretty much all of the captured population to other planets. That sure complicates the strategy, but I think I can make it work. Thanks.
Makes one reconsider the "scorched earth" strategy. Now I won't worry so much about glassing planets. With the emotionless attribute already said to be overvalued, this bug pretty much kills that strategy for me. I probably won't use it again unless Aaron fixes it in SEV.
__________________
The great tragedy of science...the slaying of a beautiful hypothesis by an ugly fact. (T. H. Huxley)
|
March 12th, 2006, 05:11 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Emotionless Attribute
I don't think you can consider it a bug, so much as a poor design... Captured jubilant worlds will remain jubilant as well. In a PBW game, you could get an ally to make all of your worlds jubilant and gift them back to you, for a 10% bonus everywhere...
|
March 12th, 2006, 05:32 PM
|
|
Second Lieutenant
|
|
Join Date: Nov 2003
Posts: 482
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: Emotionless Attribute
The rules in this particular game won't allow me to gift or trade planets with an ally. So it looks like I'm SOL on that account.
Bug, or no, there needs to be one more branch in the program logic tree to account for "emotionless."
__________________
The great tragedy of science...the slaying of a beautiful hypothesis by an ugly fact. (T. H. Huxley)
|
March 13th, 2006, 05:52 AM
|
|
General
|
|
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
|
|
Re: Emotionless Attribute
Quote:
Imperator Fyron said:
[...] you could get an ally to make all of your worlds jubilant and gift them back to you, for a 10% bonus everywhere...
|
20% actually, which makes the bonus even more valuable. It wouldn't be particularly difficult for said ally to raise happiness either, and once it's set, it's here to last.
|
March 13th, 2006, 06:25 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Emotionless Attribute
You already have 10% from default starting happiness level of "Happy."
|
March 13th, 2006, 07:15 PM
|
|
General
|
|
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
|
|
Re: Emotionless Attribute
Quote:
Imperator Fyron said:
You already have 10% from default starting happiness level of "Happy."
|
What... Emotionless colonies also start at Happy? Okay, the trait doesn't make much sense to begin with, so I guess I shouldn't be surprised at having Happy Emotionless colonies everywhere. Thanks for the note.
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|