.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   I Did It. (http://forum.shrapnelgames.com/showthread.php?t=9090)

spoon April 7th, 2003 05:50 PM

Re: I Did It.
 
Quote:

Originally posted by Imperator Fyron:
Intel projects from a single empire can destroy up to 12 planets in a single turn

<font size="2" face="Verdana, Helvetica, sans-serif">Like he said, though, it can be balanced through cost. If it takes, say, 5,000,000 pts to blow up a planet, you aren't likely to see 11 of these in a single turn.

Quote:


Also, more expensive means harder to defend against as well. So, those planet busters become even more of a problem if you make them really expensive. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">This is technically true, but is also a misleading statement. Generally, you won't see the projects become "harder to defend against" except in a few circumstances since, generally, you put the projects you want to succeed late in the queue, and will have either sapped all the CI points by the time they are attempted, or all your projects will fail anyway.

Fyron April 7th, 2003 08:27 PM

Re: I Did It.
 
5,000,000 is rather excessive, and guarantees that the project will succeed when you finish it.

I was talking about a 100k project compared to a 50k project (for example), so the price difference does indeed directly translate to harder to defend against there. Also, I never said se4's intel system was any good (in fact, it is about as bad as an intel system can be). http://forum.shrapnelgames.com/images/icons/icon7.gif

spoon April 7th, 2003 08:33 PM

Re: I Did It.
 
Quote:

Originally posted by Imperator Fyron:
5,000,000 is rather excessive, and guarantees that the project will succeed when you finish it.
<font size="2" face="Verdana, Helvetica, sans-serif">5,000,000 isn't as much as it seems - it's not uncommon to have 500k intel points available, so a 5M project would only take 10 turns... Also, can't you mod the size of the CI projects to cost more that 5,000,000? What is the max value you can set those things to, anyway?

spoon April 7th, 2003 08:56 PM

Re: I Did It.
 
Quote:


I was talking about a 100k project compared to a 50k project (for example), so the price difference does indeed directly translate to harder to defend against there.

<font size="2" face="Verdana, Helvetica, sans-serif">Not really, though. With the example you give above, you could just do the 50k project twice -- and there is little difference between defending against two 50k projects and one 100k project.

Atrocities April 8th, 2003 04:47 AM

Re: I Did It.
 
Quote:

Originally posted by Imperator Fyron:
You can not in any way shape or form compare events to intel projects. Intel projects from a single empire can destroy up to 12 planets in a single turn (though more likely 11 or fewer, as the attacker will need at least 1 CI), and then 12 planets in each subsequent turn, turn after turn. Events could never do that. I think there is a limit of 1 event per turn.

Also, more expensive means harder to defend against as well. So, those planet busters become even more of a problem if you make them really expensive. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">I wonder if I can put restriction on it somehow? Naw, your right, to unbalancing for normal game play. It is just cool to see an intel project actually blow up a planet. http://forum.shrapnelgames.com/images/icons/icon10.gif

There must be a work around for it. Any one have any suggestions?

Atrocities April 8th, 2003 04:49 AM

Re: I Did It.
 
This is where a good counter intel feature would come in very handy. I wonder........

Atrocities April 8th, 2003 04:51 AM

Re: I Did It.
 
Ok, how does the counter intel work in SEIV? Is it hard coded, or can we mod it?

Counter Intel 1
Counter Intel 2
Counter Intel 3

If we can mod them, and I doubt we can, then we can beef them up. Each one providing a better use of the Intel points given to them.

Is this possible, and if so how?

Fyron April 8th, 2003 06:21 AM

Re: I Did It.
 
Quote:

Originally posted by spoon:
Not really, though. With the example you give above, you could just do the 50k project twice -- and there is little difference between defending against two 50k projects and one 100k project.
<font size="2" face="Verdana, Helvetica, sans-serif">That works when you have an unlimited number of project spaces. But, SE4 only allows you to perform 12 projects at once. You can do 12 100k projects, but not 24 50k projects.

Quote:

Originally posted by Atrocities:
Ok, how does the counter intel work in SEIV? Is it hard coded, or can we mod it?
<font size="2" face="Verdana, Helvetica, sans-serif">The Effect Amount line of the CI projects determines what the points stored in the project are multiplied by for their effectiveness. For default SE4, this is 1, 2 or 3, depending on level of project.

[ April 08, 2003, 05:23: Message edited by: Imperator Fyron ]

ZeroAdunn April 8th, 2003 07:57 AM

Re: I Did It.
 
I just got to say, this is a crazy cool intel project. Imagine, late in game, entire empires with almost no starships, no stabases, nothing but units and intell facilities. Spending all their money on intell projects to try and blow up enemy shiznit.....

spoon April 8th, 2003 06:42 PM

Re: I Did It.
 
Quote:

Originally posted by Imperator Fyron:
That works when you have an unlimited number of project spaces. But, SE4 only allows you to perform 12 projects at once. You can do 12 100k projects, but not 24 50k projects.

<font size="2" face="Verdana, Helvetica, sans-serif">But that still isn't as big a deal as it seems. Especially with higher costed intel projects, since you won't have the points to do more than one or two per turn anyway. And even with lower cost projects, it only means that you have to put a couple high-cost projects in the queue first so you don't end up wasting points.

I still think it is feasible to mod in 5M point projects (like Blowing Up Planets, which would be so cool!) as long as you drastically increase the maximum level of defense for CI projects. (Something I'd recommend anyway, because it sucks having to micromanage your intel projects to ensure you aren't spending more that 5k on CI in order to maximize it's lifespan...)

So I stick to my point here, higher cost projects aren't significantly more difficult to defend against, and shouldn't be a reason to NOT mod them into a game.

-spoon


All times are GMT -4. The time now is 04:12 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.