Weird drone behavior

7EA

Chieftain
Joined
Jan 10, 2005
Messages
16
AC_Drones4.jpg


As you can see, according to the 'psych' display I should have no drones, but according to the population display I have 2 drones.

The first 4 drones are negated by the 'Recreation Commons' and the 'Network Node' (with 'The Virtual World' that makes them count as 'Hologram Theatres).

The last 3 drones are negated by the 3 units on police duty (using 'Police State').



When I end the turn, no drone riot occurs the next turn.

I have several cities with these "phantom" drones. I'm guessing it's a bug. I just haven't noticed it before.

Is this a known problem?

I'm running Alien Crossfire and I'm quite certain I'm using the newest patch. No mods installed either.
 
Known problem. From that screeny, it looks like the game used the "police crush super-drones as normal drones" in the psych screen and the actual riot calculation, but forgot about it in the main display (the code, in fact, not taking into account their crushing of super-drones at all).
 
Ok, thank you.

Do super-drones normally take more effort to quell? Like twice the normal amount or something?
 
Ok, thank you.

Do super-drones normally take more effort to quell? Like twice the normal amount or something?

Not with police, but 2 units of psych only makes one into a normal drone and facilities count them as 2. For instance, if you'd had 4 psych at that base, the "Psych" line would have had just 7 drones (as they're first priority for psych - psych turns super-drones into drones, then workers into talents, then drones into workers.)

I'd guess that police quelling super-drones as normal drones was either an unintended feature or something they added at the last minute, hence why the main citizen display doesn't take it into account while the actual psych calculation does.

It's probably because you're starting to play on higher difficulties that you're now encountering super-drones. It takes quite some effort to get them on the lower difficulties.

(Incidentally, why aren't you running Wealth as Morgan?)
 
Thanks for the elaboration.

I've been playing this game since it's release, and I've always played on Transcend (never even tried the easier levels). However, I've only recently started playing it with the Alien Crossfire expansion (never liked the new factions much, so I stayed with the original).

I've never seen this super-drone bug before, so it is probably related to Alien Crossfire.

I play as a warmonger, and Morgan is horrible for that (I chose him as a challenge). Since I don't have 'Environmental Economics' yet I won't get much out of running Wealth and I certainly don't need the -2 morale.

I might as well start a new game, it's just going to be one long blitzkrieg from now on. I usually role-play and try to follow the ideology of the factions I'm playing, but this time I just wanted to crush my enemies, see them driven before me, and to hear the lamentations of their women!
 
I play as a warmonger, and Morgan is horrible for that (I chose him as a challenge). Since I don't have 'Environmental Economics' yet I won't get much out of running Wealth and I certainly don't need the -2 morale.

Hmm? Forests produce 1 energy per square, 2 with FM or Morgan/Wealth. Why do you need EnvEcon?
 
Hmm? Forests produce 1 energy per square, 2 with FM or Morgan/Wealth. Why do you need EnvEcon?

Correct me if I'm wrong, but isn't EnvEcon the tech you need to get rid of the cap on energy production?

I already have several squares producing 2 energy so I wouldn't gain anything on those. I also have many squares only producing one, but I'm in a phase where I'm mostly building military units, so I would rather avoid the -2 morale from Wealth.

Normally using Wealth as Morgan is a no brainer, I will agree with that.
 
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