Re: Integer Overflow caused by modding counter-int
The game doesn't crash when I set the Effect Amount = 300.
It's still super powerful with a value of 300 and easily stops everything. The trouble with having something like this is that a human player would not spend any intel points against an empire that has this trait, but the A.I. would still expend points on intel attacks that would be wasted.
What I really wanted to do was have races that are immune to puppet political parties and crew insurrection, because they shouldn't work against races with collective consciousness, hive minds, fanatic loyalty, energy-based beings etc. But the counter-intel will block everything, including spying and sabotages that these races shouldn't be immune against. So this idea doesn't work that well...
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