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  #11  
Old March 13th, 2004, 07:26 PM
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Default Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?

So to continue the previous posting of emails...

I said:
Quote:
I do not think I am understanding what you mean by "this will cause it to
re-roll if the system in question has this ability." Does this mean that the
event/intel project will be shifted to a different system, or that it will
have a 30% chance of just failing out right (if the facility has an ability
value of 30)?
Aaron:
Quote:
A random system is chosen as the target of the intel or event. If you have
a facility in the system which may prevent that event, then a percentage
roll is made. If its less than or equal to the percent of the ability,
then the target of the event is re-chosen. On the second pick, if the same
system is picked again, then the event does happen in that system.
I said:
Quote:
So I was right... it does do nothing too useful. Why would it just shift the
event or intel around, rather than having a chance of actually stopping it?
All it does is have a chance to move the intel/event to another one of your
systems. The description says:

"Decreases the chance of any sabotage activities in this system by 5% "

But instead of reducing the chance of the event/intel to occur, which would
seem to be much more useful to me, it just causes the event/intel to play
musical chairs for a bit. :-\ Sure, you can sort of protect key systems from
random events, but the events still hit you somewhere.

What happens if a specifically targeted intel project hits an object in a
system with a Fate Shrine? Is there an ability value chance of essentially
turning into a random target project, or does it have no effect?
Still awaiting response.
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  #12  
Old March 14th, 2004, 07:24 AM
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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.
I can confirm your results and I believe you found a bug. Send it to MM. In my mod the effective amount for the "cargo maintenance project" is 5 and although I get the message that 3 projects were successful and units were destroyed nothing really happens. The cargo of the targeted planet has mines, fighters, sats and weapon platforms.
But this bug has nothing to do with the ability "decrease bad intel chance": Even if I remove the facility with this ability the results is the same. And if I use the "industrial sabotage" project instead to destroy facilities on a specific planet then the ability of -90% chance will give no protection and the facilities are actually destroyed.
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  #13  
Old March 14th, 2004, 07:44 AM
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Default Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?

Quote:
Originally posted by Mirona Thetin:
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.
I did some more testing and I believe I found the cause: The effect amount in the cargo maintenance projects seems to be the damage in kT! Increase the amount to e.g. 1000 and you will see an effect.
The cargo bomb however works differently perhaps because the cargo in a ship or base has no damage resistence at all in contrast to the cargo on a planet.
But as I said this has nothing to to with the "decrease bad intel chance" problem.
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  #14  
Old March 14th, 2004, 01:02 PM
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Default Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?

That was what I thought as well, but I was a bit confused about the Cargo Bomb project. (I had expected its "Amount" to be the amount of damage dealt as well) Or am I confusing it with another project, which deals some damage to the components of a given ship?
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  #15  
Old March 17th, 2004, 06:56 PM
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Default Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?

Quote:
Originally posted by Imperator Fyron:
Still awaiting response.
Still?
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  #16  
Old March 17th, 2004, 07:10 PM

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

Nevermind...my goof

[ March 17, 2004, 17:12: Message edited by: clark ]
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  #17  
Old March 17th, 2004, 10:42 PM
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Default Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?

Quote:
Originally posted by PsychoTechFreak:
quote:
Originally posted by Imperator Fyron:
Still awaiting response.
Still?
Sadly, yes.
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  #18  
Old March 18th, 2004, 12:03 AM

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

More bugs wonder if MM is just trying to ignore them as 1.91 was the Last patch. So they will just leave it as it is and focus on SE5

Or maybe he is fixing it in silent and will realise another 1.92 or something in a few weeks ? (unlikley)
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