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Post by onewhosaysgoose on May 29, 2019 18:26:11 GMT -6
Get invasion battle against your target, enemy accepts but fails to muster => Turn ends without invasion firing!!
Get invasion against your target, enemy declines =>Invasion fires. Get invasion against your target, enemy accepts but you win =>Invasion fires.
Setting up battles that an enemy can't muster ship to fight should not happen unless fog of war rolls that you think the enemy has enough ships for it. If it rolls a battle the AI can't fight, just give a screen, "Our ships sortie to [do this thing] but enemy appears unable to muster ships to fight, gain ### VP!" Similarly, if game says you don't have enough ships for an action, just pop up "a battle happened but you didn't have enough [eligible ship categories], lose ### VP".
Failure to muster messages appear to have a very janky interaction with the flow of messages, and are one of the ways that prevents showing the Trade Warfare Summary Screen.
PS. A better description of all factors in the invasion algorithm would be great. Does strength ratio affect odds other than 4:1? Does having a target without 4:1 do anything but waste money? Does being over base cap reduce the odds? Do the odds increase against blockaded enemy? Does holding the target for a while increase the odds of a given turn doing it? How big of a factor is the value of the possession? Do carriers provide any help, they seem to give 0 strength rating despite being as powerful and expensive as BBs? What about KE/AMC that also provide 0 strength rating? Does distance to home sea zones hurt the chance? Does funding the army help them invade or help them conquer what they have landed on? Does being at the edge of the radius reduce the invasion odds?
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Post by stairmaster on May 30, 2019 14:42:56 GMT -6
I've had a >40:1 ratio for a while and the invasion won't fire.
fake edit: I just experienced the same exact bug.
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Post by tortugapower on May 31, 2019 10:22:20 GMT -6
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