Information Warfare bug

If anyone has a save game saved where you can reproduce this bug, please e-mail it to me (like the turn or two or three before the transport invades). I'll need both the .sav file and the corresponding folder.

The bug is this: you invade using Information Warfare as the tactic, and when the invasion is over, you suddenly have 100 billion+ people in that star system.  I've been trying unsuccessfully to reproduce this bug on my own.  I've tried both with and without fleets of transports and combat transports, on high and low population systems.  I'm beginning to think that it can't be reproduced in a debug version, and it's about to become a vendetta for me. :)

 

2,208 views 31 replies
Reply #1 Top
!

I've seen this... Way back when (v1.02?). I'll go through my saves but I don't hold much hope...
Reply #2 Top
I got it when the fundies had taken my planet, and someone else saw it too at that time, so maybe it has to do with fundies more than information warfare? Unfortunately, I don't have the save before the turn I invaded. This happened on Sol, so any special cases for Sol/starting world might be involved too. If you know of a way to make sure the fundies event happens, I'd try this.
Reply #3 Top
Um, I haven't seen that bug... but almost always information warfare is useless.... the readout tells me I will attract 0 to 0 of the enemy, so what's the point?

I have seen it with billions, but 80% of the time I checked it said 0 so I gave up on it.


[Message Edited]
Reply #4 Top
Information warfare is only effective when the morale on the planet is low. 
Reply #5 Top
I had this once when I invaded an Arcean system. I'm not sure if I used informatin warfare though, but I quess I must have, cuz the population of the system was around 400'000 billion after the invasion. Unfortunately I haven't got the save anymore. Was playing 1.04.something.
Reply #6 Top
I've gotten the bug twice and both times I only had about a billion people left not sure if the number of people left could have something to do with it but just a thought.

~SDC~
Reply #7 Top
I've had this bug recently and wound up with 94000 on each planet (two colonized planets in system) when invading a Yor system. Pre-invasion each planet had 37000 on it, and I invaded with 15 billion troops. I haven't seen it since the latest update though. I had a mixed fleet of combat transports, AM Missles, and a whole lot of defenders and one frigate. In fact I had the max number of units possible in a single fleet. The info warfare said I would attact between 4 billion and 11 billion to my cause.

Unfortunately I do not have the game saved just before this happened, but I do recall that then end of combat report did NOT show 94000. It show a more reasonable number (don't recall exactly), but when I went back to the planet a turn or two later I realized that I had a wonderful source of free soldiers. :) I am still playing this game but it's been a good 100 turns or so since that time. I can send yuu the game if you want it anyway.

Reply #8 Top

Hmm...maybe it's the higher number of people helping that makes the difference...

Reply #9 Top
I hit this bug in 1.0.4 and got 450 billion in one star system. It was pretty awesome. :) Cheating, but awesome. :)
Reply #10 Top
Oh come on guys, don't be so naive. Throughout history, the soldiers of occupying armies have always gotten busy with the local ladies. Thus, a population explosion results.

Simple.

;).
Reply #11 Top
Oh come on guys, don't be so naive. Throughout history, the soldiers of occupying armies have always gotten busy with the local ladies. Thus, a population explosion results.
End of quote


Do the Yor HAVE ladies?

~SDC~
Reply #12 Top
Ever hear of cyber sex ;P?

Which brings to mind moo2 and moo3. How in the name of sweet smelly underpants did a 'diplomatic marriage'
work?

For that matter, how did races spy on one another? Wouldn't the -high gravity world, land dwelling- Bulrathi notice the -thin, frail, low gravity aquatic world,- Aquilarian in their midst? Did they use robots, or some sort of super advanced artifical organism? But they can spy right off the bat, long before they get any technology like that...

-_-;.
Reply #13 Top
I believe the spies were supposed to be members of the target species. Which beggars the question of how you could transfer them to spy on someone else.
Reply #14 Top
Hehe . . . research option 'The Marta Hari Project' LOL
Mabye it can be a usefull branch off Interstellar . . .
Reply #16 Top


Oh come on guys, don't be so naive. Throughout history, the soldiers of occupying armies have always gotten busy with the local ladies. Thus, a population explosion results.Simple..
End of quote


this has got to be the funniest thing Ive seen on these boards... :D
Reply #18 Top
That brings something to mind: I don't like how the game forces you to either be Ghandi or Hitler. Either you choose the pure and righteous path, royally screwing up your planet quality -thats the one that hurts the most, imho,- and otherwise being a pansy, OR, you choose every single evil option that there is.

If you try to pick mostly good things but several bad -for the PQ boosts-, more often than not you end up neutral- which gives no benefits, and get nothing to show for it.

What I mean is, its like theres an invisible line between 'sorta good' and 'personifcation of Jesus'. One good choice send you flying over that line, and suddenly the grass is greener beneath your footsteps. There is no reward for the guy who choses mostly good things, its all or nothing, and that kinda bugs me.

I mean, don't get me wrong, sometimes I really enjoy playing as if I was the result of Darkseid and Apocalypse doing the fusion dance. (For those who didn't get that; that indicates evilness), but sometimes I'd also like to be regarded as chaotic good, as opposed to being neutral or regarded as the next Hitler because I rarely made choices that any moral relativist *read, rationalizer* could easily claim as right.

Incrimental rewards would rock- even if it was big increments.

I mean come on, how can any civilization call itself 'good' when it trades for and uses "artifical slaves" and "Life force whatever I forgot the name but its really really evil"?

That said, since the last time I spoke up a certain someone decided to bite my head off and spit down my throat; let me say that I love this game with all my heart and soul. In fact, if I wasn't so incredibly lazy I'd be courting CariElf right now. So don't yell at me. Please. I'm emotionally fragile.

*Big sad puppydog eyes*

*And a trembling lower lip*

~SDC~
Reply #19 Top
If you try to pick mostly good things but several bad -for the PQ boosts-, more often than not you end up neutral- which gives no benefits, and get nothing to show for it.
End of quote


The neutral alignment has benefits that are not available when using either the Good or Evil path. They aren't obvious, but they are quite significant if used properly.

This benefit (a spoiler, actually) is exclusive to the Neutral alignment only. As soon as you deviate by choosing a good or evil option, the bonus is killed.

What I mean is, its like theres an invisible line between 'sorta good' and 'personifcation of Jesus'. One good choice send you flying over that line, and suddenly the grass is greener beneath your footsteps. There is no reward for the guy who choses mostly good things, its all or nothing, and that kinda bugs me.
End of quote


There is a reward for choosing mostly good things - it's much easier to be friends with good empires. In addition, there are new technologies that get unlocked (not all at once - they are available at different points on the alignment scale.) To compensate, your empire might not function optimally from all the penalites.

Likewise, there are rewards for choosing mostly evil options - a permanent or colony bonus of a certain attribute depending on the event. However, there is a disadvantage of no longer being trusted by other empires. See: http://www.galciv.com/examples/4

There is no solid white line that automatically gives all benefits of one alignment - they are spread out.

mean come on, how can any civilization call itself 'good' when it trades for and uses "artifical slaves" and "Life force whatever I forgot the name but its really really evil"?
End of quote


In one view, that's a bug, but all technologies can be adapted to either good or evil depending on the situation. For example, Advanced Slavery could be converted to an extremely voluntary workforce that receives better pay/treatment.
Reply #20 Top
I never choose the evil options when trying to be good, though I often take the neutral ones if it provides a hefty bonus...

~SDC~
Reply #21 Top
Hm, I always presumed that the AI would check your morality rating, not just the raw lines, so that if you were good but untrustworthy they would treat you accordingly.

I think you answer yourself in this question:
I mean come on, how can any civilization call itself 'good' when it trades for and uses "artifical slaves" and "Life force whatever I forgot the name but its really really evil"?
End of quote


With this comment:


as opposed to being neutral or regarded as the next Hitler because I rarely made choices that any moral relativist *read, rationalizer* could easily claim as right.
End of quote


If, that is, I'm reading the comment correctly, and admittidly pushing a little philosophy into the thing. To be certain, it's campy to think that there's some crossover line between good, evil and neutral, and even more campy to think that there's specific bennies that come from crossing the line. But it's fun campy. If we're looking to rationalize it, it's not hard to say that they are. After all, there have been many cultures that the majority of readers here would consider "good" that have done some nasty, nasty things. (Actually, that's another point. Modders out there, is there scaling in the degree of goodness and badness for a decision?) So it's not that hard to justify an overal good civ doing some evil acts.

And neutral does have it's advantages, even without the referenced spoiler. It's the low-risk option, and a good one at that. It's hard to think of that way because everyone wants the randoms to do something, whereas to pick the neutral route is generally to deny that.

~SDC~
Reply #22 Top
Ok I just got this bug, was invading a system with 2 billion and I received a estimated 987 million - 1.98 billlion helping.

I took the system losing 3.17 billion with 670 million left after the invasion. Upon returning to the star system view, I had 140+ billion on each of the three planets inthe system.

My guess is that when the initial invading population gets destroyed and the aiding population starts to get depleted, the bug appears.

If you still need the saved game, I have one where the bug has taken effect and several a few turns before. How much before, I do not know right now.
Reply #24 Top
Not being forced into a fight against evil or good.

Oh, looks like Cari isn't responding, but this sticky is still here so I'll send it in.
Reply #25 Top
I had no problem walking the fine line between good and evil, taking evil PQ responses and good or neutral for the rest. When the Alterians started spear-rattling at me because of my moral ambivalence I quickly gave them a captured start system to shut them up for a few months while I built a slew of colony ships and colonized all the class 14 planets in my sectors (this was a gigantic game with habitable planet frequency on max) - the result was a glistening white console and heavenly music... and no war.

With that said, IMHO rooting out a non-sentient worm species that is actually inhibiting the growth of a planet is *not* an evil act...any more than is using pesticides to improve crop yields.