
September 11th, 2002, 08:29 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Long Range Wepons
Quote:
Originally posted by Undertakr:
No I mean if player A has 50,000,000,000 stored counter intel points and I kill player A's intel facilities (or cause riots) and he creates 0 intel points a turn, he CAN NOT stop ANY intel attacks against him even with his 50,000,000,000 stored counter intel points. You MUST have more intel points generated on that turn to use your stored counter-intelligence.
Now, if he could get 10 points a turn and had spread points evenly, he could use 10 of his stored counter-intel's (becaues they each get 1 point each) and he'd probably stop 10 of our attacks. If he generated 1 point of counter-intel it would allow him to use his first counter-intel project only against us.
So, to reiterate, if you go to your Intel menu and you see Intel = 0, no matter what you have saved up, you will not stop anything at all as far as intelligence attacks against you. You can ask your opponent who has lost about 30 ships, had bombs go off on the ships that were making his sphere world, riots on tons of planets and he can't do anything to stop us because of the riots we have created.
- takr
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Close... all he needs to do is spend at least 1 point on at least 1 Counter-Intel project, and ALL counter-intel projects are effective. I had a single-player game going where I had 5 or so counter-intel projects within a turn of completion, added one more & then loaded up on offensive projects to use up most of the intel production (obviously, "divide evenly" was OFF). So I had multiple offensive projects receiving points, plus 1 counter-intel receiving points, and incoming attacks took points off the old counter-intel projects (the ones NOT receiving new spending). As required, I'd reorder the queue to put an older counter-intel near the front so I could replenish it. Of course, this was a 1.67 (Gold patch 1); I haven't gotten that far in a 1.78 (Gold patch 2) game.
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