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-   -   An idea for intel mod in SE IV. (http://forum.shrapnelgames.com/showthread.php?t=24916)

Q July 16th, 2005 02:29 AM

An idea for intel mod in SE IV.
 
As probably many of you I consider the intel in SE IV of little value: it's all or nothing and mostly nothing.
What if you eliminate counter intel projects at all??
There would be no defense against intel except the intel sabotage projects. Cheaper intel projects would be successful too, not only the expensive ones that overwhelm the counter intel.
To balance this you would have to increase the cost of most intel projects.
Anyone tried something similar already?

Captain Kwok July 16th, 2005 03:07 AM

Re: An idea for intel mod in SE IV.
 
You might be interested in a intelligence scheme that SJ has devised. It converts counter intelligence projects to 'Disrupt Intel Projects' so you actively attempt to sabotage enemy intel operations rather than have a block all counter intel.

narf poit chez BOOM July 16th, 2005 08:01 AM

Re: An idea for intel mod in SE IV.
 
Down with Intel! Up with AMD/Athlon!

Ooh, the other intel. Well, I don't like that, either.

Atrocities July 16th, 2005 08:52 AM

Re: An idea for intel mod in SE IV.
 
The SJ system is quite good. Also there are a few mods that have broken intel into two catagories, Espionge and Sabotage.

Q July 16th, 2005 09:46 AM

Re: An idea for intel mod in SE IV.
 
Thank you for the replies.
I will try it in a few games to see how it works in practice.
As for the different intel categories espionage, sabotage and projects that are useful only for human players: One example is on the SE IV Gold CD named Q-RacialTraitIntelMod http://forum.shrapnelgames.com/images/smilies/smile.gif

Unco July 16th, 2005 03:15 PM

Re: An idea for intel mod in SE IV.
 
Where would I find a description and download of the SJ system?

Thanks!

Suicide Junkie July 16th, 2005 04:54 PM

Re: An idea for intel mod in SE IV.
 
You can see it in action in Carrier Battles mod;
http://imagemodserver.mine.nu/other/MM/SE4/
under the mods->carrierbattles section

There might also be an article in the modworks section of spaceempires.net

I'm at the cottage right now, so someone else will have to point you to the rest.

--

As far as the first post goes, that's the general idea.
1) Remove counter intel.
2) Make intel sabotage much cheaper
3) Adjust prices and effect amounts on all the other projects so that they are sensible under the new system.


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