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-   -   Puppet Political Parties (http://forum.shrapnelgames.com/showthread.php?t=10927)

BBegemott December 18th, 2003 09:28 AM

Puppet Political Parties
 
I recall reading somewhere that puppet political parties always have 50% of success. Counter-intelligence does not stop them.
However in one of my multiplayer games I have launched ~15 PPP attacks and none of them was successful. According to the intelligence minister, 'we could not breach their defences, sire'.
So I have spent 800.000 research points just for nothing? Or am I very very very unlucky?

Alneyan December 18th, 2003 10:21 AM

Re: Puppet Political Parties
 
Counter-Intelligence *should* stop PPP, or otherwise this project would be definitively too powerful. Do you imagine taking one of your opponent planet without any defence after two of these projects are completed? Unless there is quite a big bug of course, but given the message you received your projects were countered by the enemy Counter-Intelligence. (I am not sure what message you receive if PPP fails though)

BBegemott December 18th, 2003 10:51 AM

Re: Puppet Political Parties
 
Quote:

From SE4 GOLD FAQ:

10.1.2 Of all intelligence projects only puppet political parties has a chance to fail independent of counter intel.
<font size="2" face="sans-serif, arial, verdana">In other words, CI doesn't stop PPP, right?

Fyron December 18th, 2003 10:57 AM

Re: Puppet Political Parties
 
Wrong! CI will most certainly stop a PPP project from ever getting off the ground, if you have the points. The PPP has a 50% chance to fail after it is past CI (so half the PPP project that get past the enemy's CI will fail anyways).

[ December 18, 2003, 08:58: Message edited by: Imperator Fyron ]

deccan December 18th, 2003 10:59 AM

Re: Puppet Political Parties
 
Quote:

Originally posted by BBegemott:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">
From SE4 GOLD FAQ:

10.1.2 Of all intelligence projects only puppet political parties has a chance to fail independent of counter intel.

<font size="2" face="sans-serif, arial, verdana">In other words, CI doesn't stop PPP, right? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Um, you're reading that wrong. It means that all other projects will succeed so long as they can overcome CI. PPP is the only project that can fail even if it overcomes CI.

BBegemott December 18th, 2003 12:45 PM

Re: Puppet Political Parties
 
Thanks you all, I understand it now.

Slick December 18th, 2003 04:48 PM

Re: Puppet Political Parties
 
I'll clear that up in the next revision (coming soon). It could be worded better. CI will stop all projects until it runs out of stored points. If a PPP gets through, it still has a 50% (reported) chance to fail.

Slick.

spoon December 18th, 2003 06:35 PM

Re: Puppet Political Parties
 
And it doesn't work on homeworlds, I think. Though that might be an old wives tale.

Fyron December 18th, 2003 07:54 PM

Re: Puppet Political Parties
 
I've used PPP on homeworlds. Not sure if it works on the homeworld, but it definitely works on "homeworlds" in a multi-planet start.

Nice how 2 people repeated exactly what I said. http://forum.shrapnelgames.com/images/icons/icon12.gif

AMF December 18th, 2003 10:31 PM

Re: Puppet Political Parties
 
Related question: I just got a "war breaks out" log event. "civil war has erupted across planet X..."

Is this a PPP or a random event? And, is there anything I can do beside dump lots of troops on it?

thanks,

Alarik


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