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I Did It.
I successfully used Intel to Blow up an enemy planet.
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Re: I Did It.
Very cool stuff.
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Hehe nice.
Too bad is can't tell you which planet, but it should be fairly obvious from all the debris... http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Cool, how many intel points did the project take.
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Beware, UN inspectors will be sent to check your laboratories... http://forum.shrapnelgames.com/images/icons/icon10.gif
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It was a test so the cost was low and only took one project.
You should read the Star Trek Mod Forum for more info on the Intel projects and other great things that Kwok is doing with the Mod. |
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"Planet Destoryed"?? Did it used to be a 2 storey planet and it is now just a bungalow? Or did you blow up all the libraries so there are no more story books? http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: I Did It.
Intel should not do things like destroying planets...
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I never use intel enough to even know that you could blow planets up. http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/shock.gif
But I think instead of blowing the planet into an asteroid field, it should just destroy all facilities and make the planet so that you could barely survive on it even with a dome. Like make it a max population of only 1 or 2M people. Maybe even make it so those conditions only Last a small period of time. 5-10 years. (No, not turns, years.) This in my opinion would be cool to see in SEV if possible. Because in real life I can imagine a huge stock pile of nukes, or biological weapons blowing up for some reason and it taking a large chunk of land with it. Along with the ability of rebuilding in that area for a few years. This is all IMHO of course. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: I Did It.
You can not do it unless you mod the intel projects by adding a new one with destroy-planet or whatever the ability is. http://forum.shrapnelgames.com/images/icons/icon7.gif
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What else could be possible with intel mods? Star destroying, black holes, close WPs, atmosphere converting, Plagues?
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You could go d/l the Adamant Mod alpha, linked in my sig, for ideas of what can be done. There is undoubtedly more possible. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Even the AI will use these projects. And planet gravitational shields will not protect you against the planet destruction. [ April 06, 2003, 07:07: Message edited by: Q ] |
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[ April 07, 2003, 01:58: Message edited by: smitty ] |
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I do not bow to the childish whims of patetic planets who think they can control my destiny! http://forum.shrapnelgames.com/images/icons/icon8.gif
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I know what you were posting, I was just being demigodic about it.
I agree, that it would be a balance issue, but no more than any other catostophic event. Make the cost of the project very expensive, and the requirements the same. If you set up a game that does not allow stellar manipulation, then the project would not work. IE its availablity is directly tighed into stellar manipulation. No stellar Manipulation, no Doomsday Intel Project. |
Re: I Did It.
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 |
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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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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? |
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[ April 08, 2003, 05:23: Message edited by: Imperator Fyron ] |
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.....
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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 |
Re: I Did It.
Ok. Micromanage it so that a lot (10 or so) of high-cost projects all finish on the same turn. That will definitely cause them all to succeed. If it is an unbalancing project like PPP or a planet-buster, then there is a big problem.
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Re: I Did It.
"Ok. Micromanage it so that a lot (10 or so) of high-cost projects all finish on the same turn. That will definitely cause them all to succeed."
If your opponent has been putting points in counter intel..it shouldn't. Say you have equal intel points, he's using CI 1 (i.e. no point modifier). 20k per turn each, half toward attack. You both attack with a 20k project. A attacks one at a time, B attacks en mass with micromanagement. Turn 1: A puts 10k into CI, total 10k B puts 10 into CT, total 10k A puts 10k into A1, total 10k B puts 10k into B1, total 10k Turn 2: A: 10k CI, 20k total B: 10k CI, 20k total A: 10k into A2 (A1, A2 10k each total) B: attacks with B1: 20k lost from A's defense Turn 3: A: 10k CT, 10k total B: 10k CI, 30k total A: 10k into A3 (A1-3 10k each) B: 10k into B2, 10k total Turn 4: A: 10k CI, 20k total B: 10k CI, 40k total A: 10k into A4 (A1-4 10k each) B: attacks with B2, 20k lost from A's defense Turn 5: A: 10k CI, 10k total B: 10k CI, 50k total A: splits into A1-4 (A1-4 12.5k each) B: 10k into B3, 10k total Turn 6: A: 10k CI, 20k total B: 10k CI, 60k total A: splits into A1-4 (1-4 15k each) B: attacks with B3, 20k lost from A's defense Turn 7: A: 10k CI, 10k total B: 10k CI, 70k total A: aplits into A1-4 (1-4 17.5k each) B: 10k into B4, 10k total Turn 8: A: 10k CI, 20k total B: 10k CI, 80k total A: attacks with A1, A2, A3 and A4. 80k lost from B's CI. B: attacks with B4, 20k lost from A's CI Net effect: same. The only benifit you get is if your attacks can go over the total amount of CI that can be stored by the other empire- if they use all 12 slots, you'd need a project that costed 500k points or more. In unmodded SE4, all they have to do to ensure they stop this sort of attack is have four CI3 projects. And this if ALL your CI slots are used up with the most costly project. Phoenix-D |
Re: I Did It.
What was the point of that long post? I know how the intel system works, and I already said that it is very terrible.
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Re: I Did It.
Proving your statement wrong was the point of that post. Actually it was overly friendly to the attacker..
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Re: I Did It.
My statement holds if there are more than 2 empires. My statement holds if the attacker produces much more than the defender (which is a more likely occurance than both making the same amount of intel). Your proof only holds when the defender makes relatively the same level of intel as the attacker(s).
[ April 08, 2003, 20:26: Message edited by: Imperator Fyron ] |
Re: I Did It.
In which case you could -also- get through with one project at a time, which defeats the point of the argument in the first place- that massing your intel points would be more effective.
The only advantage to massing projects is it gives your target less time to respond by putting more into CI. If he's already doing 100% defense (or enough to stop your attacks) mass won't help. Phoenix-D |
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yup, you have x points to attack with each turn. Doesn't matter if you do x per turn or 10x every 10 turns. You still reduce CI the same amount.
[ April 08, 2003, 21:29: Message edited by: spoon ] |
Re: I Did It.
My statement was never meant to include a situation in which the defender has more defense than the attacker can ever under any circumstances breach. It was never meant to include a situation in which the defender has 12 CI 3 projects running. That is a very special and specific circumstance that is irrelevant to my general statement.
Massing your intel points is not meant to be more effective at getting the same number of projects through in the same amount of time. That is never what I said it was for. It is for breaching a high level of stored CI points all at once. If their CI projects are nearly maxed out (which always happens in games where both sides get some intel and there is a peaceful build-up), then spending X each turn on attacks can be blocked with Y CI production each turn, where Y is the equivalent to X in defense points. If you instead hold your attacks until a lot of projects are ready to complete at once, then you can get a larger multiple of X (C*X) all at once, which will not be canceled that turn by Y, and so a lot of stored CI points can be defeated in that turn. If C*X is large enough, you can get projects through in that turn. You will not be able to get them through in the next turn, because you can only get X attack points in, and they can still make Y defense points. So, you can get nothing to succeed by spending X each turn, or you can get some projects to succeed by massing C*X points into attacks and have them all finish at once. If the defender has enough intel production to fill a few CI projects each turn, then of course nothing will ever be able to get through. I was never talking about such a situation. |
Re: I Did It.
Fyron, that's a special case in and off itself. In regular SE4, the largest project you'd want to use is 100k. CI3 holds 500k, so even ignoring all the bonus you need 5 of them to beat it. He can stop your massed attacks with just three CI projects and have points left over to smash a few more projects from other empires. Meanwhile, you have NO CI defense.
Even using the 150k project doesn't help that much. You can put a max of 1800k into a one-turn attack; that needs four CI3 to counter, nowhere near the max he could have. In a mod, yes the CI points storeable would have to be raised if the cost of intel was raised, or this would work. Phoenix-D |
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It is not a special case, it is the general case. It applies to most game situations that are not the end-game.
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Re: I Did It.
No, Y is constant. It is their production per turn, not their total storage. And, I quite cleary stated that their CI projects were nearly full. There would be no room for storing more. This is under the assumption that it is an intel war, and they are launching attacks on you too.
[ April 09, 2003, 01:37: Message edited by: Imperator Fyron ] |
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And, I quite cleary stated that their CI projects were nearly full."
And I quite clearly provided a rebuttel to that. Care to explain why you think its wrong? |
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fyron, in your statement are you assuming that the ci project is near to completion and by the time the enemy's intel attack occurs the ci will have completed and thus they will be starting over on accumulating points. if this is the case then you are correct a massive attack will breach where several smaller ones will not. if both atk and ci projects start at the same time and would complete at the same time then it would not make any difference. in the 2nd case then phoenix-d is correct. if i figured out the intel project correctly from the intel ideas thread and also that x and y are the same amounts.
[ April 09, 2003, 01:59: Message edited by: desdinova ] |
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And just a note. My God Fyron, you are a posting monster. How do you do it?
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--- Cost := 500000 ... Effect Amount := 3 --- Cost is how much intel points you can effectively store per CI project. Effect Amount is the multiplier. (The above two lines are for CI3) There is also this line in settings.txt: Intelligence Defense Modifier Percent := 120 Which is essentially another multiplier for CI projects. Quote:
[ April 09, 2003, 16:01: Message edited by: spoon ] |
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