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April 13th, 2006, 01:38 AM
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Sergeant
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Join Date: Jan 2002
Location: Fredericksburg, VA, USA
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Carrier Battles bug: Bezerker vulnerability
I just need to RANT. I'm in several carrier battles games, and have found that the Bezerker happiness type is very easily defeated with simple intel projects of repeated plagues. All an opponent need to is to hit you each turn with a plague and your planets will all soon be rioting. You can't defend against it since plagues damage planets for one turn before they are stopped. This means you can't stop the effects of this type of attack no matter what you do unless you prevent all your opponents intel attacks. In my view this happiness type has an unbalancing vulnerability that an opponent can take advantage of to easily knock you out of the game.
In Carrier battles #7, an opponent is just hitting me with successive intel-plagues, and since my turns always are processed after theirs I can never counter them (my turns process after his). I have no way to stop all my planets eventually going into riot, since I must invade and take over 4 planets per turn just to counter the negative effects of a new plague each turn, and must conquer even mor PER TURN to get things back in working order This is plain sucking the life out of what was an otherwise interesting game. I recommend this bezerker easy-kill vulnerability be toned down in future mods.
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April 13th, 2006, 02:26 AM
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Shrapnel Fanatic
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Re: Carrier Battles bug: Bezerker vulnerability
Plagues are very expensive projects... the enemy must have a lot of planets dedicated to that effort.
That said, it is already clear that even the leaky intel system just dosen't cut it.
I'm leaning towards taking out all the sabotage and counter intel, and just making the system a purely informational thing.
...Perhaps making some minor sabotage projects racial traits.
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April 13th, 2006, 11:08 AM
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Shrapnel Fanatic
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Re: Carrier Battles bug: Bezerker vulnerability
Info based system is really the better alternative. I would make it so that players can turn off the sabotage as a technology. This way if they still wanted it, they could have it, but if they did not want it, all they would have to do is turn off the technology for it.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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April 13th, 2006, 05:21 PM
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National Security Advisor
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Re: Carrier Battles bug: Bezerker vulnerability
You could also boost up the number of random intel disruption events as well, which would make it a bit more difficult to get a project through.
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April 14th, 2006, 03:13 PM
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Major
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Re: Carrier Battles bug: Bezerker vulnerability
Or the other solution would be to embrace Intel as part of the game and learn to work with it.
I hear so many people say that Intel is broke 'cause it doesn't work like real life. Well not all that much really works like real life in this game but we either adapt, accept, or go somewhere else.
My solution to this problem would be to research to Intel level III then all your CI points are 3 times as effective. That'll stop a lot of Intel if you have dedicated an appropriate amount of facilities.
Personally, I'd rather see these discussions talk about the ratio of facilities. IOW what should be the appropriate ratio of Intel fac's to others. I know personally in the beginning of games my non-resource facilities are about 80% research, 10% Intel, and 10% other but by the time I max out any important research tree, I've just about inverted the reatio to around 70% Intel, 20% Research and 10% other.
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April 14th, 2006, 03:32 PM
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Major
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Re: Carrier Battles bug: Bezerker vulnerability
Quote:
rdouglass said:My solution to this problem would be to research to Intel level III then all your CI points are 3 times as effective. That'll stop a lot of Intel if you have dedicated an appropriate amount of facilities.
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This is in a Carrier Battles mod game, where, unless I am greatly mistaken, normal Counter Intelligence projects do not exist. The only defense against intel projects is to sabotage them before they complete, which is apparently proving impossible in this case due to the attacker's ability to finish the projects completely in one turn and the mechanics of how SE4 processes intel.
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April 14th, 2006, 05:21 PM
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Shrapnel Fanatic
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Re: Carrier Battles bug: Bezerker vulnerability
Exactly.
As the mod author, I have accepted that the leaky intel system is broken, and have already taken steps.
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April 14th, 2006, 07:37 PM
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Captain
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Re: Carrier Battles bug: Bezerker vulnerability
I think it works...the hard part is when you have more than one empire ganging up on you intel wise...you can block all the attacks...
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April 14th, 2006, 09:13 PM
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Corporal
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Re: Carrier Battles bug: Bezerker vulnerability
Intel has always been stupid as implemented when we are talking species vs species conflicts.
How can a population of G'Kek not notice a big hairy BUUZZZUiqa in the midsts. Singal intelligence is really all that should be included.
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April 14th, 2006, 10:05 PM
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Shrapnel Fanatic
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Re: Carrier Battles bug: Bezerker vulnerability
Ah, somebody who will understand this as it was intended :
http://www.shrapnelcommunity.com/thr...&Number=418373
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