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  #1  
Old January 14th, 2001, 05:31 PM
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Default Problems with Intel Point Distribution

Hmmm, over the past day or so I've noticed that the Intel Window isn't calculating and using my Intel Points properly. I'm currently bringing in 114,081 Intel Points. My only projects are 3 Counter-Intel III with Repeat Projects on and Divide Evenly off. Counter-Intel III costs 500,000 points to complete. Why oh why did my empire just finish FOUR Counter-Int IIIs in a single turn? This is a serious problem, because if all of your counter-int is finished in a single turn, you get hit hard by the intel projects of your enemies. Has anyone else had this problem?
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  #2  
Old January 14th, 2001, 09:51 PM
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Default Re: Problems with Intel Point Distribution

By all means, report this to MM ASAP with your save game. This was happening to me all the time. As a result of that bug, more intel points give you less protection against enemy intel (you finish counter-intel faster and open window for enemy intel more often). And whenever I would finish my counter-intel project, I would finish them in the next turn once more (2 turn window for enemy intel).
I would send this to MM myself, but I didn't play with intel for a while now, and I just don't have any saved games with it.
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Old January 15th, 2001, 01:04 AM

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Default Re: Problems with Intel Point Distribution

That might not be a bug, although it does seem odd. According to the FAQ on Malfador's site, your counter-intel projects well have their points depleted at a rate determined by how much intel someone is using against you (or something to that effect).

It could be that someone is spending a *lot* of points against you, and that it's eating up your counter-intel projects faster than normal. But given the numbers you listed, I'm not sure if that's the case or not. No way to be sure unless you knew how many intel points the other races had available to them.

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Old January 15th, 2001, 01:40 AM

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Default Re: Problems with Intel Point Distribution

One Counter Intell operation stops one Intell effort against you then terminates. So even if it says that you have many turns left on the counterintell operation if it succeeds it ends. You should get a message to that affect at the beginning of your next turn so you know to go back and add another counterintell operation. Thats just the way it works its not a bug. Every time the counterintell project completes it either "works" or you spend all the points and nothing happens (when no intell efforts are directed at you for instance). Either way you get a message at the beginning of your next turn telling you the results. If you look at the intell display the turn before the message of completed counterintell operations it will say 0 turns to complete. They have finished but you won't get the message until the beginning of the next turn.

[This message has been edited by Tomgs (edited 14 January 2001).]
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Old January 15th, 2001, 02:09 AM
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Default Re: Problems with Intel Point Distribution

Yeah, I know. But if you have finished counter-intel there shouldn't be any successful enemy intel project on that turn. Also, this is a bug because you finish 1 set of counter-intel projects and get a message, and then next turn you finish them again, and then get a message again. Also, enemy intel literally bombards you during those turns. The second 'finish' was even happening when I had about 5000 points distributed between counter-intel, which means that I shouldn't have finished the projects (level 3 counter-intel) or I shouldn't get hit by enemy intel. It's a bug all right.
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Old January 15th, 2001, 10:41 AM
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Default Re: Problems with Intel Point Distribution

It's not a bug the way I understand it.
Daynarr, you are somewhat in an error IMHO. You don't need to finish a project to work. A project runs as long it is not finished and has a chance to stall enemy actions each turn.

You run a counter-project:
Turn 1: 300.000 points left to do
Turn 2: 250.000 points left to do
Enemy sabotage a success. Damn, they slipped by.
Turn 3: The counter-project stalls an enemy project, counter-project finished as it was a success
Turn 4: Repeat project is enabled, counter-project is begun. Luckily, we get another enemy action.
Turn 5: See turn 4. Wau, 3 enemy projects stalled in 5 turns.
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