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More expensive Intelligence projects
In huge quadrants, late in the game, a player could feasibly produce so many intelligence points that he could not spend it all amoung his 12 intelligence projects (IP). For this reason, I have considered creaating additional IPs (with the same functions as previous IPs), but that are more expensive.
Is this a good idea to put into a mod, and am I right that IPs attack CI with as many points as they cost? |
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i remember people saying that.
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Extending Intel projects is not a bad idea.
Also, it is indeed true that the more a project costs, the more CI it takes to defeat it. |
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I'm not that fond of intel projects as they are now. I'm going to omit them in my next game against TDM. A planet that switches sides is just too much. I can see that happen to the occasional ship but a planet?
And take a look at the cost. Nope, can't say i like it. |
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Minipol, you can mod out PPP. Just add a 0 to it's research req. http://forum.shrapnelgames.com/images/icons/icon12.gif
JLS, enough commas in your sentence? http://forum.shrapnelgames.com/images/icons/icon12.gif I don't know about Adamant being the best base to work from... there have been some intel mods in the past that may well be more thought out than what I have done in Adamant... |
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CI is plenty strong as it is... just a few can make you invincible against intel from 4-5 races at once (with high intel production, ofc)...
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Remember, that is add a 0, as in make it 40 instead of 4, not make it 0. http://forum.shrapnelgames.com/images/icons/icon12.gif
Kwok, in unmodded SE4, 300k intel per turn in CI III can easily keep 4 empires with roughly the same (or even a lot more) production at bay. And that is not hard to acquire in large games (where this is even an issue). If intel projects cost 4x as much (which is more than the original proposal anyways), then 300k easily keeps out one of those empires. If you need to, you can more than likely easily double or triple your intel production (well not easily, but you can scrap those 100s of research centers you are bound to have with such a large empire). This of course assumes that you have no allies and that there are a lot of people against you. |
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Fair enough then.
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I am thinking there should be a big, expensive project that does nothing (or next to nothing). The goal would be to overwhelm the enemy CI with massive numbers of minor disruptions all over the empire, so that other more potent projects can succeed. I am thinking of something around 300k-500k. Do you think this would be a good idea? If so, what do you think a good cost for it would be?
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Minipol : If I remember correctly, PPP does not cause a planet to join your empire, they rebel against their former empire and become independent.
Making the other empire's colonies fight for independence has always been standard fare in wars between colonial powers up to now. I can imagine the trend continuing into the future without too much trouble. |
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"But sir, the Russians..." "Forget the Russians! Someone put bacon in my soap!" [ June 26, 2003, 17:14: Message edited by: Loser ] |
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[ June 26, 2003, 19:58: Message edited by: Imperator Fyron ] |
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(Or, you COULD even use it as some sort of strategic measure to secretly help an ally with his intel projects without getting your ally's target mad... if you mod CI to not say who it blocked and CI Depleter to not say who used it against you when it "succeeds", the target of the CI Depleter would never know who depleted his CI, so you could deplete an ally's enemy's CI for him and the enemy wouldn't even know it was you! If that makes any sense http://forum.shrapnelgames.com/images/icons/icon10.gif ) |
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No project costs anywhere near 500k. The most expensive is Technological Espionage, which costs 150k.
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well I thought we were talking about a mod that had more expensive intel projects http://forum.shrapnelgames.com/images/icons/icon7.gif
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Well yeah, but not that much more. Technological Espionage can't really be made better unless you want it to steal lots of tech. I had assumed it would remain untouched. http://forum.shrapnelgames.com/images/icons/icon12.gif
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[ June 26, 2003, 20:21: Message edited by: Imperator Fyron ] |
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I think your mega prodject should destroy a bunch of intel facilities, if the point is to disrupt Counter intel then it makes sense that after all the pinko witch hunting that some intell organizations would be kaput.
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I do not think you can specifically target intel facilities, but I will look into it.
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</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Name := Intelligence Disruption
Description := Operatives perform a vast multitude of minor sabotage operations throughout the target empire, aiming to distract enemy counter-intelligence forces from the real threats. Group := Intelligence Disruption Cost := 500000 Type := Points - Change Effect Amount := -20000 Num Source Messages := 1 Source Message 1 := Our intelligence network has caused widespread chaos in the [%TargetEmpireName] empire. [%ActualAmount] resources have been lost in chaos. Num Target Messages := 1 Target Message Title 1 := Chaos Target Message 1 := Widespread terrorist activities throughout the empire have greatly distracted our field agents. In the chaos, [%ActualAmount] resources have been lost. Source Picture := IntelSabotageByUs Target Picture := PlanetDamaged Number of Tech Req := 1 Tech Area Req 1 := Sabotage Operations Tech Level Req 1 := 4</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> [ June 26, 2003, 20:33: Message edited by: Imperator Fyron ] |
Re: More expensive Intelligence projects
How about making a set of projects?
Level 1: 50k no-message 100k message L2: 100k no-message 200k message L3: 200k no-message 400k message etc. |
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Well I did make a 300k project with no message. http://forum.shrapnelgames.com/images/icons/icon12.gif But I suppose a range would be better. http://forum.shrapnelgames.com/images/icons/icon12.gif
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For the offensive techs, I had thought about a CI depleter attack. When first obtained, it would do nothing, but at highter tech levels, it would have some effect. Certainly, it would be easier to mod just to keep extending this CI depleter. But a more "realistic" approach would be to extend the existing offensive intelligence attacks by increasing their costs (to simulate better-trained operatives) and in some cases, increasing the potency of their effects. Of course, these higher-tech attacks would eventually obsolete the first few CI depleter projects. So I ask, which system is better? Leave all the default offensive techs un-extended, but add and extend this CI depleter, or to extend both the CI depleter and the default attacks as the tech level increases? |
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That will make CI even more over-whelming than it is now. 12 full CI III are nearly impossible to breach. CI IV or V would be impossible.
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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. |
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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. |
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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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Thanks Q.
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