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Re: More expensive Intelligence projects
If you made offensive projects cost something like 10x as much, then they might have a chance of breaching it.
Making intel centers more productive actually makes CI more powerful because each additional point gives the defender 4 or 5 points of CI, but the attacker only gets 1 point of offensive. |
Re: More expensive Intelligence projects
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But all else being equal, generating more points only benefits the defender, since his points are multiplied by the CI project. |
Re: More expensive Intelligence projects
Is it the "Effect Amount" listed in the IntelProjects.txt file for the CI projects that determines how much of a bonus to defensive points you get?
If so, suppose I gave CI 1 and CI 2 an Effect Amount of 1, gave CI 3, CI 4, and CI 5 an Effect Amount of 2, and gave CI 6 through CI 10 an Effect Amount of 3. Perhaps by extending the Effect Amount like this (or leaving it at 1 for all CI for that matter), CI can be increased in value (how much it stores) without becoming "ultimate" in defense. Would this be desirable to players (given offensive techs were extended/made more expensive)? I understand giving the defender more than a 3x point bonus to CI is way too much. |
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IMO counter-intel is far too effective in standard SE IV and I reduced the effect amount for all CI projects to 1. Don't forget in the settings.txt file "Intelligence Defense Modifier Percent", which I reduced to 50. I don't like too much to discuss about "realistic" in a game like SE IV, but isn't it much more difficult to block sabotage than to create one? I believe we all learned in the Last two years that this is indeed so. Anyway with the modification above intel becomes quite an interesting option to attack an enemy. |
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Re: More expensive Intelligence projects
Thanks Q.
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