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Re: I Did It.
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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 |
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There must be a work around for it. Any one have any suggestions? |
Re: I Did It.
This is where a good counter intel feature would come in very handy. I wonder........
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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? |
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[ April 08, 2003, 05:23: Message edited by: Imperator Fyron ] |
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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.....
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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 |
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