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Accueil » news » forums » Space Empires V » Space Empires V General

possible intel bug

Soumis par lcc2 le Ven, 2007-01-12 21:38 Space Empires V General

I successfully brought two of 9 empires to their knees using intel sabotage ships and fleets, and sabotage empire wide. When I reduced spending on them to 0% and poured it into sabotage s & f against a third empire, it acted strange. For the eight turns I tried, I kept getting reports about sabotage against the two on which I was spending nothing. But I got no reports of intel against the third empire. He had a higher than usual intel available for defense, yet I spent more on intel against him than he could possibly have accumulated in defense, with no results.

Has anyone else noticed a problem with intel ? I reported to MM and he wanted a savegame, which I sent, but since I had done a mod to play 255 systems in quadrant, he might not check it out. The level of intel with so many systems is much higher, mine was over 300k, versus his 30k. In the 8 turns I spent over a million on him with no results and his intel total was less than 15k until recently. At turn 80 he could not possibly have accumulated a million in defense.

Thanks for taking the time to read this, and please report intel bugs to MM as they are a powerful tool in the conquerer's warchest.

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v 1.22 item 13

Soumis par lcc2 le Ven, 2007-01-12 21:47

Says intelligence defense/offense had a bug. That may be part of the problem.

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Yes, It's a Bug

Soumis par Cosmic Marvel le Sam, 2007-01-13 17:03

Yes, there's all kinds of illogical happenings with Intel. One being, as you mentioned, there's no such thing as going back to zero once you've initiated something against another player. Also, the game seems to get VERY confused about the type of operation you've ordered it to carry out. Sometimes it does it right, other times it performs some other type of intel. Sometimes it does nothing at all.

Hopefully at least some of that will be cleared up with the next patch.

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update

Soumis par lcc2 le Dim, 2007-01-14 01:12

When I played before, I was just going to next turn and checking the log. Now I am playing for real, recording what is happening. What I see is 16 failed intel attacks per turn. Apparently, from looking at the script the list of scheduled attacks is 16 entries long. If the attacks are cheap ones, then that is about 32k per turn of defense used up. So I will make little or no progress against an AI with 32k intel points. What I am going to do is look at the script to find the most expensive class of attack and do that one until I break through or lose patience. I will report here on what I find.

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I found it

Soumis par lcc2 le Dim, 2007-01-14 02:10

Look in Utilities.ScriptParser.SE5Mainscripts search for Execute_Intel_Attack in file Script_Main_Intelligence.txt

The average of random pick is 2k for sabotage empire wide and doing 16 is therefore a maximum of 2k * 16 in list or 32k per empire, or if you want to be absolutely sure of pressing 16 of the most expensive it is 5000 * 16 per turn per empire attacked.

What I have done in the attacks to date is spend far more than necessary per empire, which has accumulated a huge pool of unspent intelligence attack points. So that is why I get attacks reported after cutting current spending to zero or one percent. For example, in the last three turns attacking the xiati I allocated 165k + 186k + 206k but spent only about 96k on the limited number and cost attacks I was permitted. So now I know that I can attack several empires simultaneously and get the maximum benefit per turn from my intel points.

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