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-   -   More expensive Intelligence projects (http://forum.shrapnelgames.com/showthread.php?t=9771)

Soulfisher June 25th, 2003 10:34 AM

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?

narf poit chez BOOM June 25th, 2003 10:48 AM

Re: More expensive Intelligence projects
 
i remember people saying that.

Fyron June 25th, 2003 10:51 AM

Re: More expensive Intelligence projects
 
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.

minipol June 25th, 2003 12:55 PM

Re: More expensive Intelligence projects
 
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.

JLS June 25th, 2003 11:59 PM

Re: More expensive Intelligence projects
 
Quote:

Originally posted by Imperator Fyron:
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.

<font size="2" face="Verdana, Helvetica, sans-serif">Fyron, I notice your, projects, in the Adamant MOD, and I say, this is the best base to work with. http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron June 26th, 2003 12:25 AM

Re: More expensive Intelligence projects
 
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...

Member 4148 June 26th, 2003 12:43 AM

Re: More expensive Intelligence projects
 
Quote:

Originally posted by Soulfisher:
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?

<font size="2" face="Verdana, Helvetica, sans-serif">You might also want to mod up CI so that there is a defense against the higher level projects you are producing.

Fyron June 26th, 2003 04:17 AM

Re: More expensive Intelligence projects
 
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)...

Member 4148 June 26th, 2003 07:29 AM

Re: More expensive Intelligence projects
 
Quote:

Originally posted by Imperator Fyron:
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)...
<font size="2" face="Verdana, Helvetica, sans-serif">If he mods offensive intel up 4-5 times, then you could only do that against one empire. More than that, and you can't stop it all, even from a single empire (with high intel prodcution, ofc).

minipol June 26th, 2003 08:38 AM

Re: More expensive Intelligence projects
 
Quote:

Originally posted by Imperator Fyron:
Minipol, you can mod out PPP. Just add a 0 to it's research req. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks for the suggestion. I might just do that in the next solo game.


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