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Post by ChocoCrowbar on May 18, 2014 12:25:29 GMT -5
The turn events indicates that the Xenos colony's population has dropped by two, but if I examine the population on the Xenox planet directly, it only drops by one.
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Post by Cory Trese on May 18, 2014 13:19:09 GMT -5
OK, I will look to see if that is the difficulty scaler or the alert code malfunctioning.
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Post by johndramey on May 22, 2014 21:55:34 GMT -5
I'm seeing this as well. In fact, I've been invading one planet with two different troop transports (just the boiler plate transports) and it seems to only register 1 population damage regardless of the message.
For example; I invade with two transports and end turn. Next turn I'll see two messages; "Xeno colony lost 1 population" and "Xeno colony lost 2 population." The Xeno colony will have only lost 1 population.
Also, small nitpick, on the turn info screen that pops up, a result of your invasion is listed with a "warning" icon. Maybe we should have a different "victory" icon or "battle" icon?
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Post by johndramey on May 23, 2014 19:26:55 GMT -5
Actually, the problem seems a little more complicated. As far as I can tell xeno colonies are currently growing by 1 population every turn, so if you are invading with 1 transport and it only does 1 population damage then you are actually netting 0 population damage. I've been able to get around that by using two troop transports, but it's slow progress.
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Post by Brutus Aurelius on May 23, 2014 19:30:09 GMT -5
They also have incredibly high defensive values, especially around 7 AE
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Post by ChocoCrowbar on May 24, 2014 0:20:27 GMT -5
Yeah and they don't like to be invaded AT ALL. I had to fall back after my Sun Killer was half way through because my ships guarding it ran low on water. And because the Xenos sent wave after wave of ships that just draines my Cruisers from using torps.
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Post by Cory Trese on Jun 1, 2014 18:56:51 GMT -5
Actually, the problem seems a little more complicated. As far as I can tell xeno colonies are currently growing by 1 population every turn, so if you are invading with 1 transport and it only does 1 population damage then you are actually netting 0 population damage. I've been able to get around that by using two troop transports, but it's slow progress. that is the correct cause of this issue. Invasions were processed BEFORE population growth, causing a recovery point to be transferred by the xeno. this is fixed
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Post by ChocoCrowbar on Jun 3, 2014 0:01:09 GMT -5
IDK if it's fixed in this new version or not, but if you have two ships invading at the same time, and you go below the 0 pop on the Xenos planet, the game crashes. I think it's the same as the time when we could invade various times in a turn, and going below crashed it.
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Post by fallen on Jun 3, 2014 1:13:50 GMT -5
@chococrowbar - thanks, that is fixed in the next.
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Post by johndramey on Jun 3, 2014 1:24:25 GMT -5
Actually, the problem seems a little more complicated. As far as I can tell xeno colonies are currently growing by 1 population every turn, so if you are invading with 1 transport and it only does 1 population damage then you are actually netting 0 population damage. I've been able to get around that by using two troop transports, but it's slow progress. that is the correct cause of this issue. Invasions were processed BEFORE population growth, causing a recovery point to be transferred by the xeno. this is fixed Sweet, glad I could help
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Post by Cory Trese on Jun 3, 2014 2:14:27 GMT -5
The new version gives great Xeno invasion results, supports dead worlds, honors higher talents and the more devastating types of invasion weapons are more devastating .
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Post by johndramey on Jun 4, 2014 22:57:02 GMT -5
Awesome!
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