.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old January 7th, 2003, 01:35 AM
Dobian's Avatar

Dobian Dobian is offline
Corporal
 
Join Date: Dec 2002
Location: Belmont, CA
Posts: 56
Thanks: 0
Thanked 0 Times in 0 Posts
Dobian is on a distinguished road
Default Question about intelligence countermeasures

I searched old threads, but don't have a clear answer on this one. In the games I've played, as long as I have countermeasure projects running, all enemy intelligence operations fail, and whenever I do an intelligence project against an enemy with a decent amount of intelligence, my projects always get defeated. Is this how it always works, and if so, are there any mods out there to make it more realistic (like in Alpha Centauri and the Civ games, there is percentage chance for success or failure)?
Reply With Quote
  #2  
Old January 7th, 2003, 02:14 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Question about intelligence countermeasures

Intel is all or nothing in SE4. Either none of your projects ever get through cause they have sufficient defense, or all of them get through because they have no defense (or relatively none).

Higher level CI projects multiply the effective points put in them. You could make them all level 1, and then defenses will be a little weaker. But, you can't really make a balanced system.

The only project that has a chance of failing is the Puppet Political Parties, which has a built-in 50% chance to fail.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #3  
Old January 7th, 2003, 04:22 AM
Dobian's Avatar

Dobian Dobian is offline
Corporal
 
Join Date: Dec 2002
Location: Belmont, CA
Posts: 56
Thanks: 0
Thanked 0 Times in 0 Posts
Dobian is on a distinguished road
Default Re: Question about intelligence countermeasures

That's too bad. No way to mod it, I assume (didn't look like it from what I saw)? If not, that would be one thing I would like to see added to SEV. Countermeasures should never be 100% effective.
Reply With Quote
  #4  
Old January 8th, 2003, 07:06 PM
Asmala's Avatar

Asmala Asmala is offline
Captain
 
Join Date: Nov 2002
Location: Finland
Posts: 864
Thanks: 0
Thanked 0 Times in 0 Posts
Asmala is on a distinguished road
Default Re: Question about intelligence countermeasures

Quote:
Originally posted by Imperator Fyron:
Intel is all or nothing in SE4. Either none of your projects ever get through cause they have sufficient defense, or all of them get through because they have no defense (or relatively none).
What is the amount of defence needed? For example if I have 10k intelligence points/turn and all for defence will it block any intelligence attacks agains me? Or does it depend the amount of intelligence points the enemy have?
__________________
'The surest sign that there is intelligent life elsewhere in the universe is that none of it has tried to contact us.' Calvin and Hobbes
Are you tough enough to be the King of the Hill?
Reply With Quote
  #5  
Old January 8th, 2003, 08:58 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Question about intelligence countermeasures

It uses as many points to defeat a project as that project costs. But, points in CI projects are worth more. There is a default 20% bonus to the points. Then, the level modifies the points in the CI project. The number of points are multiplied by the level of the CI project. So, 10k points in a CI 3 project can actually stop 36k points worth of intel projects. Each time a CI project defeats an intel project, the points used are removed from the CI project.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #6  
Old January 8th, 2003, 09:41 PM

rdouglass rdouglass is offline
Major
 
Join Date: Nov 2000
Location: Biddeford, ME, USA
Posts: 1,007
Thanks: 0
Thanked 0 Times in 0 Posts
rdouglass is on a distinguished road
Default Re: Question about intelligence countermeasures

I-Fyron touched on it, but IMO the most important factor for counter-intel is stored points, not so much spent points. Search previous threads for details (its all been discussed several times), but as long as you're spending at least 1 point on counter-intel, all of the stored points are available for defense. (Always keep a few going....)



EDIT: So if you're spending more points on attacks (after level and defensive calculations are done), you will eventually get thru....

[ January 08, 2003, 19:43: Message edited by: rdouglass ]
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:32 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.