Perhaps whatever you were doing (i.e activities other than the USS) countered the effect? Or were you absolutely idle in all systems?
Pirate Attack resolves itself it seems.
Perhaps whatever you were doing (i.e activities other than the USS) countered the effect? Or were you absolutely idle in all systems?
Perhaps whatever you were doing (i.e activities other than the USS) countered the effect? Or were you absolutely idle in all systems?
There are now many cases suggesting that BGS actions are being attributed to the wrong faction in some cases
Patch tomorrow. No mention of fixes to the incorrect influence allocationNo patch today?![]()
Patch tomorrow. No mention of fixes to the incorrect influence allocation
or this
I'm *relatively* convinced that's a caching issue.
It has been tested repeatedly. The mission target gets benefit to influence, security, economy and conflict depending on mission and faction state.
or this
Should be happy to work on your federation rep![]()
Specifically, if the influence is level for one tick (and they snap together if they would ordinarily go past each other, so that's pretty easy to achieve) a conflict will go pending if neither faction is already in a conflict.Just a little pondering about the 'new' BGS here. I started to work for an NPC-faction in late November (18) and I've had to fight in no less than 6 civil wars/wars since, and now yet another one is brewing. As I understand it wars erupt when two factions are level in influence for a certain period of time? Fair enough, but it gets a bit tiresome.
Not in a position to check at the moment, but is that a problem for *all* assassinations, or just that template (Prison Convict.... and tbh I've never seen that one before)
Thanks Ian! I did understand that the influence was locked during the wartime (I expressed it a bit wrong though), but I had not realized that it was locked before the conflict. At least in my case they'd been locked equal for at least 2-3 days, way more than one tick anyway, until the conflict erupts. That seems a bit unfair as you then can't do anything to prevent war.Specifically, if the influence is level for one tick (and they snap together if they would ordinarily go past each other, so that's pretty easy to achieve) a conflict will go pending if neither faction is already in a conflict.
In the new BGS, once the factions have equalised to start the conflict, they then stay locked together until the conflict is resolved - bugs aside, no influence-affecting actions do anything to the influence: they instead go into determining the conflict result.
At the end of the conflict (2 days pending, 7 days active) the factions are separated again, with the winner gaining influence according to the margin of their victory. Influence then remains frozen for 2 days recovery before moving freely again.
Note that you only need to fight in a conflict if you care about gaining influence or gaining/keeping assets in that system - if there's a conflict in a system you don't care about, just ignore it as (unlike pre-3.3) it will do no harm to the faction in its other systems.
from our testing and bug reports it appears that every mission that is supposed to have ill effects for the target provide positive effects instead, while reducing your reputation with them.
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I havent checked the massacre missions that reappeared in 3.3.02 yet but am assuming they are afflicted the same.
I am quite sure that this is one of the primary causes of influence weirdness, the inability to raise influence and the seemingly backwards results for actions that many are complaining of. it would also help account for why every damn faction is in conflict in every damn system!
Instead of fixing this FD have instead decided to "balance" a broken system.