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Counter-Intelligence Ineffective?
In one of my PBW games, one of my intel projects was defeated.
The message appeared in the Log/Events with the message heading "Intelligence Project Completed". with the message: "One of our Intelligence projects against the XXXX was defeated by counter-intelligence defenses. We suspect the XXXX of this vicious act." I am puzzled by this as I know all my intel projects were many turns from being completed. But just to be sure, I checked the previous turn. Anybody have an idea what happened? |
Re: Counter-Intelligence Ineffective?
There is a project called Intelligence Sabotage. It is supposed to delete an intel project if successful. However, I didn't think it worked on a CI project.
Slick. |
Re: Counter-Intelligence Ineffective?
That's exactly what happened. And yes, I've had multiple CI projects running, and had one of them targeted and deleted.
They are currently hitting you with more Intel points that you have in CI. Stop distributing points evenly and prioritize a CI project (highest level possible) to rebuild a defense. When things calm down, you can work on offensive projects again. |
Re: Counter-Intelligence Ineffective?
I had a lot of CI points to take care of any intel attacks against me. Like, lots more. http://forum.shrapnelgames.com/images/icons/icon7.gif
New intel points were set to be divided equally among the projects. What was successfully attacked was not a CI project but an incomplete Crew Insurrection project. |
Re: Counter-Intelligence Ineffective?
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Re: Counter-Intelligence Ineffective?
This still doesn't make sense to me. For an intel attack to be successful, it has to overcome your stored CI points. If you have CI points, it shouldn't be successful. If you ran out of CI points, then the Intel Sabotage should be deleting an offensive project. http://forum.shrapnelgames.com/image...s/confused.gif
[edit: disregard... I didn't read the thread well enough] Slick. [ April 17, 2003, 16:13: Message edited by: Slick ] |
Re: Counter-Intelligence Ineffective?
Ok, Counter Intelligence rules:
1) First read the Newbie FAQ on this issue, there is lotsa good info. 2) CI projects are only good when they are "holding" points, don't ever complete one because all the stored points go to intel heaven and are lost forever. 3) When an incoming attack happens, the corresponding amount of points are deducted from your stored CI projects, starting from the rightmost one and moving left. 4) CI 2 and CI 3 are worth more than CI 1 (see faq for numbers) 5) Any CI gets a bonus over offensive intel (see faq and settings.txt) 6) From 4 & 5 above, you need much less intel points to defend than to attack (as it should be). 7) All stored CI points work together as it were no matter if they are spread out amongst multiple CI projects. 8) ONLY if you don't have enough stored CI points to block an incoming attack will the attack succeed. If successful, they succeed with 100% certainty except Puppet Political Parties which I *think* is a 50% success rate. 9) Some have posted that you must add at least some points to a CI each turn for it to work. This is a bug that has been fixed and is no longer true. 10) If you are still reading this, you are hooked on this game. My sincerest condolences to your family. http://forum.shrapnelgames.com/images/icons/icon12.gif [edit: spppeling, gramer] Slick. [ April 17, 2003, 16:27: Message edited by: Slick ] |
Re: Counter-Intelligence Ineffective?
Intel Sabotage can delete any project, including CI.
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Re: Counter-Intelligence Ineffective?
Hmmmm
Consensus seems to be that if you have enough CI points, it will stop all intel attacks including Intel Sabotage. I had enough CI points. Conclusion, the Intel Sabotage didn't occur. http://forum.shrapnelgames.com/images/icons/icon10.gif So, that new empty slot really isn't there. I must be imagining it! http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Counter-Intelligence Ineffective?
Well we can't really tell you what happened without actually seeing your savegame, so our answers are all guesses.
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