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  #1  
Old March 8th, 2004, 06:37 AM
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Default Does "Change Bad Intelligence Chance - System" now really work with the new patch?

I installed the new patch and used my old savevegame I had to test the "Change Bad Intelligence Chance - System" ability: In a system with a facility that should reduce the chance by 90% I had an attack with three intel projects (cargo maintenance). All three projects succeded as it was before the new patch.
Did anybody test this abilty and what were the results??
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  #2  
Old March 8th, 2004, 06:58 AM
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Default Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?

I asked Aaron questions via email related to this Last week. Hopefully on Monday he will answer my latest email... I will post his response once he does.
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Old March 8th, 2004, 07:06 AM

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Default Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?

I wonder if this ability just reduces the chance for intel to select that specific system when "Any" is selected as the target..
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  #4  
Old March 8th, 2004, 07:11 AM
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Default Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?

Well... I got this response:

Quote:
Bad Event Chance decreases that chance that system will be picked for a
bad event. Basically, if the system is chosen, and the ability is present,
then a re-roll occurs. If the system is picked again a second time, it
actually gets hit with the event.

Bad Intel Chance decreases the chance of bad a bad intelligence event in
that system. If another player chooses and intelligence project which
randomly picks a system, then this will cause it to re-roll if the system
in question has this ability.
To which I replied:

Quote:
So if you build the Fate Shrine in every system, it is useless? For
Intelligence projects, anyways. It does not actually have a chance for the
event/intel project to fail, but just shifts the target elsewhere? This
seems to be fairly useless to me for Intel Projects. Events might be
transferable to a different empire, so that could be useful. But Intel
Projects will still target the same empire.
And he replied:

Quote:
If there are no valid targets, then the project just fails.
I am a tad confused as to what it is supposed to do, awaiting another response.
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Old March 8th, 2004, 04:27 PM
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Default Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?

Thank you for this information Fyron. I explains what I have seen (because the intel projects were targeted to this system). However as you stated this mechanism of action reduces the usefulness of this ability greatly. I supposed that if you have a facility with this ability in the system it will simply cancel the effect of any intel project in this system in x% of the cases (x being the amount of the reduction). If the intel project is just redirected to an other system and if targeted projects are not inhibited, then I doubt that it will be very useful.
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Old March 8th, 2004, 10:35 PM
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Default Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?

It looks like a "saving throw." If it's selected, the facility causes a second roll. If your system fails the roll, the event occurs. If the system passes the roll, it sounds like the event fails and doesn't keep looking for a system. I await (your posting of) Aaron's clarification, however.
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Old March 9th, 2004, 01:11 AM
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Default Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?

If it just diverts it, then you just need a colony in a system to let them beat up. Name it "Bite Me" or something. It could just be a Tiny moon with nothing worth killing on it.

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Old March 13th, 2004, 10:12 AM

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Default Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?

Quote:
Originally posted by Q:
I installed the new patch and used my old savevegame I had to test the "Change Bad Intelligence Chance - System" ability: In a system with a facility that should reduce the chance by 90% I had an attack with three intel projects (cargo maintenance). All three projects succeded as it was before the new patch.
Did anybody test this abilty and what were the results??
I had in mind in a PBW game to take out the nasty
missile WPs with Cargo maintenance Intel project prior invasion. I had set up a testbed for this purpose to determine how many projects i need to take out a certain amount of WPs. The attacked planet had 8 WPs and 12 sats in cargo the message in both empires says that units are destroyed, but unfortunately looking into cargo the WPs and Sats are still there. Of course i tried it several times with single and multiple Intel attacks the same turn, no result at all.
Am i too stupid to do the testbed properly or is this a bug?
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Old March 13th, 2004, 10:18 AM
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Default Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?

I tried the same thing, and it didn't work either. I am not sure why though. Does it mean this project is broken, or it is too weak to destroy a weapon platform with a single project? As the "Effect Amount" is 1, I would believe the project cannot work properly as for now, but I may be wrong.
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Old March 13th, 2004, 04:06 PM

Mirona Thetin Mirona Thetin is offline
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Default Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?

Quote:
Originally posted by Alneyan:
I tried the same thing, and it didn't work either. I am not sure why though. Does it mean this project is broken, or it is too weak to destroy a weapon platform with a single project? As the "Effect Amount" is 1, I would believe the project cannot work properly as for now, but I may be wrong.
Well, cargo bomb has also Effect amount 1 and is working properly, 8 WPs and 12 sats are killed with one Intel project.
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