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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
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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
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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%.
__________________
Slick.
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October 27th, 2006, 10:45 PM
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Sergeant
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Join Date: May 2002
Posts: 279
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Re: 1.08 bugs.
What about having the amount of damage be based on the number of intel points spent?
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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: 5,623
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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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October 27th, 2006, 10:55 PM
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Sergeant
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Join Date: May 2002
Posts: 279
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Re: 1.08 bugs.
So how about combining certain intel attacks that would otherwise be repeated excessively into single attacks of larger proportions. For instance, an empire with a small intel capacity may just steal a wrench, whereas one with a developed intel department would bomb the facility, killing the research staff and destroying the subject material. A super-developed intel empire with lots of intel points going into sabotage would not only bomb the facility, they'd delete all government records of its existence, destroy the funding, and make sure organized crime "professionals" made sure no other scientists in the society would be willing to continue researching that technology (in other words, potentially driving the research score in that field into the negative).
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October 27th, 2006, 11:07 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: 1.08 bugs.
It could be done in the following way without much effort:
Essentially with increasing intel tech, you get additional entries for the same types of sabotage projects - ship bomb, cargo damage, etc. The AI actually picks randomally which project it will use, but this can be adjusted so that low tech projects (aka low effect projects) are preferred when you have less than X points to spend and vice versa for big effect projects.
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October 27th, 2006, 11:15 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: 1.08 bugs.
That's cause *gasp* stock intel projects only cost 1000-5000 points per project.
That wasn't my main concern, though. I was thinking, how did an empire with *at max* 7-8 intelligence facitilites get 50,000 intelligence points? In the intelligence screen it said 'Enemy empires 1' 'Estimated Intel expenditure against us: 50k'ish'.
I then looked at the scores and noticed that the empire had 4000 intelligence points. So logic dictates that the 'Medium computer player bonus' actually gave him 46K intel points extra?
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October 27th, 2006, 11:21 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: 1.08 bugs.
The bonuses are 2x-3x-5x for L-M-H. The estimated expenditures is the accumulated total and not a per turn average like I told MM it should be.
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October 27th, 2006, 11:27 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: 1.08 bugs.
Oh, confusing *_* Then I guess it makes sense, thanks.
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October 28th, 2006, 08:09 AM
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Private
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Join Date: Oct 2006
Posts: 31
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Re: 1.08 bugs.
Quote:
Phoenix-D said:
It is. Space (strategic) and ground movement (tactical). Fighters CAN fly in-system, by the way.
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I think we're communicating at odds here.
I've seen fighters can do the following:
- Fly around in space combat (speed double stated).
- Ground combat.
I've never managed to get them fly to around on the strategic map, that's what the carriers are for. Thus my comment about not needing the strategic movement number because they can't actually do it.
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