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Re: More stupid newbie tricks ( questions ) !
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Effect Amount := 1 in the counter intel projects will give you only one effective point for defense, values of 2 or 3 will double or triple the effect of your counter intel points. |
Re: More stupid newbie tricks ( questions ) !
ISTR that the higher-level counterintel projects also add a multiplier to defense. In other words, I think each point spent for counterintel level 2 counts as 2 points of defense, and each point of counterintel level 3 counts as 3 points of defense. (And the settings.txt file shows that intel defense gets a 20% bonus on top of that).
Someone on this board claims to have tested & verified the above, but I can't remember who did it or when... |
Re: More stupid newbie tricks ( questions ) !
Thanks guys... I guess that answers my basic question, that there is a benefit to say .. running Cointel 1 & 2 concurrently as opposed to just running one or the other.
Dog |
Re: More stupid newbie tricks ( questions ) !
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Intelligence Defense Modifier Percent := 120 There is an additional 'gotcha' to the use of counter-intelligence though. If all of your counter-intelligence projects terminate at the same time -- due to 'filling up' with points -- a bunch of enemy projects will be completed against you on that turn even if you're outspending those enemies by a huge margin. You have to find a way to manage your counter-intel in a way that keeps all of the projects from terminating on the same turn. |
Re: More stupid newbie tricks ( questions ) !
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Another possibility is to start with just 1 Counter-Intel project (highest level you can); keep just that 1 project going until it's 2-3 turns from "completing". Then add a new counter-intel project, make sure it's at the top of the list, and turn OFF the "Divide Points Evenly". All your points will go into the new project, and the almost-completed project will be sitting there with lots of counter-intel points just waiting for incoming intelligence attempts. After building up a couple of counter-intel projects, I frequently put a cheap intel project or two of my own at the front of the list so I can whittle away the enemy's counter-intel; in a major intel war, you just have to make sure SOME of your points still go into counter-intel. Oh yeah - make sure "Repeat Projects" is ALWAYS on for the Intel/Counter-intel projects... [ May 16, 2002, 14:58: Message edited by: DirectorTsaarx ] |
Re: More stupid newbie tricks ( questions ) !
This is OT, but there is really good traffic at this site .. for a game like this.
Dog |
Re: More stupid newbie tricks ( questions ) !
NEVER let your counter-intel projects fill up. Take them to about 80% or 90%. If you complete them, they are gone! They only operate while active.
Once a project reaches that 80% or 90% level move it to the back of the queue and start another (or go on the offensive). When you are attacked, you will notice that your counter-intel project at the end of the queue will actually decrease in value. What I do is keep my strongest project at the back, and my weakest at the front. This takes a little management each turn when you are being attacked but will keep you safe for a long time. (In fact, only if your opponent(s) is attacking you turn after turn with more points than you can replace each turn, are you in any kind of trouble at all.) When tail-end-Charlie drops, swap it around so that you always have the best project at the end of the queue. Meanwhile, you are building up the one at the front. Nothing is foolproof but this is a good way to keep the enemy at bay. |
Re: More stupid newbie tricks ( questions ) !
I actually take that a step further. I fill up a counter intel project (the highest capable at the time) to about 80%, then move it to the back and put in another counter intel project. When taht one gets to 80 %, I move it to the back and fill up the front with offensive intel, with the overflow going to one of the counter intel projects. If one of the counter intels gets depleted, or starts to fill too much for that matter, I switch them. This allows me to do offensive intel while being protected from enemy intel.
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Re: More stupid newbie tricks ( questions ) !
Just had a bunch of comp players up & declare war ( Empire too large )... w/o any warning at all ! This included a partnership & others that were feeling "brotherly". I assume this is normal AI behavior.. or was there something else at work ?
Was building up my navy for a war with a hostile AI... guess he will just have to wait. LOL Woof ? .. Dog |
Re: More stupid newbie tricks ( questions ) !
MEGA EVIL EMPIRE
It strikes you when you least expect it. It strikes you when you least need it. It strikes you when you are the biggest empire in proportions... if you are about 3x bigger in scores than the second place empire, You trigger MEGA EVIL EMPIRE. What It happens is this: As you get more powerful, you tend to get more scores. when you hit a cirtain score bigger than the second player, all AI declare war on you thinking that you are going to swallow up the whole galaxy and their empires. Even though you give them countless stuff and even get your score down; it takes a long time for them cool off as the AI anger drops below 50 http://forum.shrapnelgames.com/images/icons/shock.gif Even though you want to be benign, you will have no choice but to fight. Good luck, but if you are triple in scores, you will have no problem beating them http://forum.shrapnelgames.com/images/icons/icon7.gif Edit: Note to meself; use the darn preview. [ May 19, 2002, 20:02: Message edited by: TerranC ] |
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