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> Warning. May be a spoiler but I advise you to read, How to avoid a game killing bug
ricardo440
post 1st November 2005, 7:47pm
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Right, after the ship arrives you will need to do some research to develope the ship to attack the wargot base.

DO NOT capture every single Cultist base by this point.

I had driven them into a tiny corner of chili with just one mine territory. Whatever you do DON'T DO THAT!

turns out there is a trigger for a cult base mission so you can get to the next stage of the game.
As there were no cult bases (just an outer province) the mission didn't trigger, and now my game is completely ruined I think.

If anyone knows how to redo the trigger that I'd appreciate the help.
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Kret
post 1st November 2005, 8:09pm
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Little question, aren't the cultists given player territories whenever the player exterminates them?


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ricardo440
post 1st November 2005, 11:05pm
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Yes they are.
My problem was they had no BASE territories, only outer provinces (mining ones).

So the mission is meant to appear on a base, and it didn't because they had none.
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Pete
post 2nd November 2005, 7:26am
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Perhap you could take their remaining territories and maybe they'll get a base of yours next time they crop up? By now I imagine you have more than enough bases to go around wink.gif

Worth a try - got to be better than starting again...


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Kret
post 2nd November 2005, 7:37am
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If that works, why not just kill of all but one outer territory cultist owned and then demolish all defenses in the nearby base, let them take it over.


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ricardo440
post 2nd November 2005, 8:56am
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I tried both already. Giving them a base doesn't sort it.
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agamennon
post 5th November 2005, 10:25am
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QUOTE(ricardo440 @ 1st November 2005, 4:47pm)
Right, after the ship arrives you will need to do some research to develope the ship to attack the wargot base.

DO NOT capture every single Cultist base by this point.

I had driven them into a tiny corner of chili with just one mine territory. Whatever you do DON'T DO THAT!

turns out there is a trigger for a cult base mission so you can get to the next stage of the game.
As there were no cult bases (just an outer province) the mission didn't trigger, and now my game is completely ruined I think.

If anyone knows how to redo the trigger that I'd appreciate the help.
*


Well I have literally exterminated the cultists... they have only one resource province, and the ship is due to 8 days, do you advise to loosen the defenses and let the cultists get a base from me? Should I attack the last cult territory? (This supposedly gives them a free base? argh.gif ) What is the best course of action for this ABSURDE bug/design decision?
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Pete
post 5th November 2005, 10:38am
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Hehe, I don;t think you're supposed to be this good by this point, but it wouldn't have hurt for the game designers to put in something so that when you go to attack their last base it says something like "Resistance in this province is too strong and we cannot mount an effective attack right now" and leave it at that.


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ricardo440
post 5th November 2005, 3:09pm
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agamennon

Loosen your defences and let them retake a base.

Continue. But DO NOT research either Wargot - Cultist cooperation, or WARGOT scout ship
until the cultists have that base.

Don't attack their last province, they will get 4 new bases, and if my game was anything to go by 3 of them will be your key bases back in europe and the middle east.
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Matryx
post 5th November 2005, 4:01pm
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QUOTE(Pete @ 5th November 2005, 10:38am)
Hehe, I don;t think you're supposed to be this good by this point, but it wouldn't have hurt for the game designers to put in something so that when you go to attack their last base it says something like "Resistance in this province is too strong and we cannot mount an effective attack right now" and leave it at that.
*

That's a great idea Pete... You should mail that off to them and hope they impliment it in the first patch...


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Pete
post 5th November 2005, 4:26pm
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To be honest though, the other alternative of wiping them out so they get one of your bases is also acceptable now I realise (through research) just how much the Wargots and Cultists are collaborating.


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ricardo440
post 5th November 2005, 5:45pm
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I think it would be better if they could attack out of the Uncontrollable areas.

Like guerillas attacking out of the hills.

That way the story missions could be in the hills, and so no territory depends on it.

It would also mean few of your territories were safe, and you would never know where to expect the next attack.
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agamennon
post 5th November 2005, 6:12pm
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QUOTE(Pete @ 5th November 2005, 7:38am)
Hehe, I don;t think you're supposed to be this good by this point, but it wouldn't have hurt for the game designers to put in something so that when you go to attack their last base it says something like "Resistance in this province is too strong and we cannot mount an effective attack right now" and leave it at that.
*


First, a rule of thumb of game design is that you don't create a situation, on witch the player is unable to complete the game, with the exception of player failure of course. As I read on the feedbacks, the designers for saw the problem, but came up with a broken work around for this, i.e. giving player conquered bases to cultists, to ensure game continuation, that is simply ridiculous! first you unrewarded the player for an achievement (playing too good), secondly you completely trash the game mechanics the player had learned throughout the game (barracks and such) and finally it does not work (my case as it seems) the cult are not wipe out (yet) but does not hold any bases left, so in this case the game breaks

Your solution is a very good (100% batter then stock) but it also makes me raise a small eyebrow, since the newbie player wont know the issue (like I did), he will relentlessly attack the cult but, on their last base the solution will pop up, now the player, since he did not know about this, did not had the ability to choose witch base and where he wanted the cult to have the last base (this is important cause position gives you local resources [alien resources are most valuable], supply line sizes, base size, etc). So a slightly batter solution would be to pick a fixed spot on the map that is unatacable and does not change from game to game like a "Cult Headquarterss" so it makes things clear.

I see myself disappointed, I played meticulously to do well in the game, and it ended up the opposite! This is too noob of a design mistake to be made on purpose (I still want to believe a bug here) but overall it's been rewarding, I am just afraid that my time invested on my game have not gone wasted on a bad designers call.
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ricardo440
post 5th November 2005, 6:41pm
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QUOTE(agamennon @ 5th November 2005, 7:12pm)
I see myself disappointed, I played meticulously to do well in the game, and it ended up the opposite! This is too noob of a design mistake to be made on purpose (I still want to believe a bug here) but overall it's been rewarding, I am just afraid that my time invested on my game have not gone wasted on a bad designers call.
*


Think on the positive side. You found out because I told you.

I found out the HARD way after wasting hours of play.
I had my entire squad up at levels 16-18. Then I had to reload one where I only had half the planet and level 10-12 troops.
And the jump from 10-16 or 12-18 is HUGE!
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agamennon
post 5th November 2005, 7:55pm
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QUOTE(ricardo440 @ 5th November 2005, 3:41pm)
Think on the positive side. You found out because I told you.

I found out the HARD way after wasting hours of play.
I had my entire squad up at levels 16-18. Then I had to reload one where I only had half the planet and level 10-12 troops.
And the jump from 10-16 or 12-18 is HUGE!
*


Ricardo, your contribution to this community with this post is unquestionable, this problem should be dealt with as priority 1 (having bug/crashes is way batter then having your whole save games useless)

First let me say I am grieving with you for your wasted time and find myself in deep appreciation for your sincere heads up, as a way to further warn other people and draw some attention to this matter I will continue to post on this thread about my progress.


In other words, Thank you!
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Accounting Troll
post 5th November 2005, 9:42pm
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I fully agree. I'm really grateful not to have found out about that one the hard way.
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Paranoid Jack
post 27th November 2005, 6:18pm
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QUOTE(Accounting Troll @ 5th November 2005, 10:42pm) *
I fully agree. I'm really grateful not to have found out about that one the hard way.


Bump! sad.gif
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Accounting Troll
post 27th November 2005, 6:54pm
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Topic pinned.
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Paranoid Jack
post 28th November 2005, 3:28pm
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I know I read this weeks back but somehow I forgot and now I am at this point in the game. Not sure if I am screwed or not. argh.gif

Wargots have arrived, quite some time back. I have already researched Cultist-Wargot Collaboration. And I'm now researching Wargot Culture & Physiology. I would estimate I have done a dozen Wargot/Cultist missions. And seen the cut-scene with the old guy attacked to the chair at least three times. He rants about the "Masters" before I totally decimate his squad and the Wargots.

The Cult had no bases and I attempted to let them take one but they never did take it. So I wiped out their two provinces. The game automatically gave them a base, an adjacent province in Africa, and one in Australia.

So now do I just let them keep the African base until the trigger gives me the Temple mission? confused.gif
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ricardo440
post 28th November 2005, 3:51pm
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research WARGOT scout ship and if that doesn't trigger the misison you are screwed, and there is nothing to do but reload or hack your save game. (whihc I have no idea how to do)
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