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-   -   Intel query (http://forum.shrapnelgames.com/showthread.php?t=39750)

Dogboy July 19th, 2008 12:58 PM

Intel query
 
My defensive intel spending exceeds the estimated intel being spent by my enemies against me, and yet I keep getting hit by intel attacks. What gives?

Captain Kwok July 19th, 2008 09:05 PM

Re: Intel query
 
The Balance Mod uses a "leaky" intel system. A success percentage is calculated based on the number of attack points a player has, the project cost, and the number of defense points the target player has. The result is that even a weaker player may enjoy some intel success against a stronger player and makes it more difficult to overwhelm an opponent with intel alone. Defensive intel points do not accumulate between turns as it is assumed they are actively being used to deter intel operations by other players.

Dogboy July 20th, 2008 10:33 AM

Re: Intel query
 
I found the formula here, but where do I find the cost of each Intel Project? http://www.captainkwok.net/balancemodfaqs.php

Q: How does the Intelligence System work? Updated!
In the standard game, a project could only be successful if the selected intel project's cost was greater than the defending player's intel defense points - an all or nothing approach. All unused points under the standard system would accumulate.

In contrast, the Balance Mod uses a "leaky" intel system. A success percentage is calculated based on the number of attack points a player has, the project cost, and the number of defense points the target player has. The result is that even a weaker player may enjoy some intel success against a stronger player and makes it more difficult to overwhelm an opponent with intel alone. Defensive intel points do not accumulate between turns as it is assumed they are actively being used to deter intel operations by other players.

The success percentage of an intel project is determined as follows:
Success % = Attack Points / (Attack Points + Defense Points * 5 + Project Cost) * 100

Captain Kwok July 20th, 2008 05:29 PM

Re: Intel query
 
Here are the project costs:
<font class="small">Code:</font><hr /><pre>
"Sabotage - Ships &amp; Fleets":
set intel_type := 1
call pick_list.add(INTEL_EVENT_ID_SHIP_DAMAGE)
call cost_list.add(3000)
call pick_list.add(INTEL_EVENT_ID_SHIP_LOSE_MOVEMENT)
call cost_list.add(3000)
call pick_list.add(INTEL_EVENT_ID_SHIP_LOSE_SUPPLIES)
call cost_list.add(3000)
call pick_list.add(INTEL_EVENT_ID_SHIP_REBELS)
call cost_list.add(20000)
call pick_list.add(INTEL_EVENT_ID_SHIP_EXPERIENCE_CHANG E)
call cost_list.add(2000)
call pick_list.add(INTEL_EVENT_ID_SHIP_CARGO_DAMAGE)
call cost_list.add(2000)
call pick_list.add(INTEL_EVENT_ID_SHIP_ORDERS_CHANGE)
call cost_list.add(2000)
"Sabotage - Planets &amp; Colonies":
set intel_type := 1
call pick_list.add(INTEL_EVENT_ID_PLANET_CONDITIONS_CHA NGE)
call cost_list.add(5000)
call pick_list.add(INTEL_EVENT_ID_PLANET_VALUE_CHANGE)
call cost_list.add(5000)
call pick_list.add(INTEL_EVENT_ID_PLANET_POPULATION_CHA NGE)
call cost_list.add(5000)
call pick_list.add(INTEL_EVENT_ID_PLANET_POPULATION_HAP PINESS_CHANGE)
call cost_list.add(5000)
call pick_list.add(INTEL_EVENT_ID_PLANET_POPULATION_RIO T)
call cost_list.add(20000)
call pick_list.add(INTEL_EVENT_ID_PLANET_POPULATION_REB EL)
call cost_list.add(50000)
call pick_list.add(INTEL_EVENT_ID_PLANET_CARGO_DAMAGE)
call cost_list.add(2000)
call pick_list.add(INTEL_EVENT_ID_PLANET_PLAGUE_CREATED )
call cost_list.add(20000)
"Sabotage - Empire Wide":
set intel_type := 1
call pick_list.add(INTEL_EVENT_ID_EMPIRE_POINTS_CHANGE)
call cost_list.add(2000)
call pick_list.add(INTEL_EVENT_ID_EMPIRE_POINTS_STEAL)
call cost_list.add(3000)
call pick_list.add(INTEL_EVENT_ID_EMPIRE_RESEARCH_STEAL )
call cost_list.add(5000)
call pick_list.add(INTEL_EVENT_ID_EMPIRE_RESEARCH_PROJE CT_DELETE)
call cost_list.add(2000)
call pick_list.add(INTEL_EVENT_ID_EMPIRE_INTEL_PROJECT_ DELETE)
call cost_list.add(2000)
"Sabotage - Political":
set intel_type := 1
call pick_list.add(INTEL_EVENT_ID_EMPIRE_POLITICS_DISRU PT_TRADE)
call cost_list.add(20000)
call pick_list.add(INTEL_EVENT_ID_EMPIRE_POLITICS_PREVE NT_MESSAGES)
call cost_list.add(5000)
"Espionage - Ships &amp; Fleets":
set intel_type := 2
call pick_list.add(INTEL_EVENT_ID_SHIP_CONCENTRATIONS)
call cost_list.add(2000)
call pick_list.add(INTEL_EVENT_ID_SHIP_CONSTRUCTION_INF ORMATION)
call cost_list.add(2000)
call pick_list.add(INTEL_EVENT_ID_SHIP_DESIGNS_STEAL)
call cost_list.add(5000)
"Espionage - Planets &amp; Colonies":
set intel_type := 2
call pick_list.add(INTEL_EVENT_ID_PLANET_INFORMATION)
call cost_list.add(2000)
call pick_list.add(INTEL_EVENT_ID_PLANET_LOCATIONS)
call cost_list.add(2000)
"Espionage - Empire Wide":
set intel_type := 2
call pick_list.add(INTEL_EVENT_ID_SYSTEM_INFORMATION)
call cost_list.add(2000)
call pick_list.add(INTEL_EVENT_ID_EMPIRE_INFORMATION)
call cost_list.add(5000)
call pick_list.add(INTEL_EVENT_ID_EMPIRE_UNIT_DESIGNS_I NFORMATION)
call cost_list.add(2000)
call pick_list.add(INTEL_EVENT_ID_EMPIRE_TECH_REPORTS)
call cost_list.add(2000)
"Espionage - Political":
set intel_type := 2
call pick_list.add(INTEL_EVENT_ID_EMPIRE_POLITICS_INTER CEPT_MESSAGE)
call cost_list.add(2000)
call pick_list.add(INTEL_EVENT_ID_EMPIRE_POLITICS_TREAT Y_INFORMATION)
call cost_list.add(2000)
</pre><hr />

Dogboy July 20th, 2008 08:47 PM

Re: Intel query
 
Thanks. But, I'm not a bit confused. The probability of any event occurring depends on its cost. So, do you pick one at random (which we don't know) and then calculate the % chance of success each turn, and the attacker can't know the % success because s/he doesn't know the cost? And, can the event only occur after you've spent the total cost, or do you calculate the % success each turn, with more expensive projects just having lower % chance?
Thanks! DB

Captain Kwok July 20th, 2008 11:08 PM

Re: Intel query
 
The intel script basically works like this:
- Determine number of attack points to spend
- Pick a project at random in the selected focus area
- Do we have enough points to accomplish this project? If yes, attempt project...
- Attempted project successful based on chance formula below
- If not enough points to accomplish a project, pick another one from the same area
- Repeat if there are more points to spend
- Exit function when no more points to spend

In the event, you don't have enough to afford any project - the attack points will carry over to the next turn.

Dogboy July 21st, 2008 01:17 AM

Re: Intel query
 
This is a great help. Thank you again, Captain.


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