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April 7th, 2003, 08:27 PM
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Shrapnel Fanatic
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Re: I Did It.
5,000,000 is rather excessive, and guarantees that the project will succeed when you finish it.
I was talking about a 100k project compared to a 50k project (for example), so the price difference does indeed directly translate to harder to defend against there. Also, I never said se4's intel system was any good (in fact, it is about as bad as an intel system can be). 
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April 7th, 2003, 08:33 PM
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First Lieutenant
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Re: I Did It.
Quote:
Originally posted by Imperator Fyron:
5,000,000 is rather excessive, and guarantees that the project will succeed when you finish it.
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5,000,000 isn't as much as it seems - it's not uncommon to have 500k intel points available, so a 5M project would only take 10 turns... Also, can't you mod the size of the CI projects to cost more that 5,000,000? What is the max value you can set those things to, anyway?
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April 7th, 2003, 08:56 PM
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First Lieutenant
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Re: I Did It.
Quote:
I was talking about a 100k project compared to a 50k project (for example), so the price difference does indeed directly translate to harder to defend against there.
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Not really, though. With the example you give above, you could just do the 50k project twice -- and there is little difference between defending against two 50k projects and one 100k project.
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April 8th, 2003, 04:47 AM
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Shrapnel Fanatic
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Re: I Did It.
Quote:
Originally posted by Imperator Fyron:
You can not in any way shape or form compare events to intel projects. Intel projects from a single empire can destroy up to 12 planets in a single turn (though more likely 11 or fewer, as the attacker will need at least 1 CI), and then 12 planets in each subsequent turn, turn after turn. Events could never do that. I think there is a limit of 1 event per turn.
Also, more expensive means harder to defend against as well. So, those planet busters become even more of a problem if you make them really expensive.
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I wonder if I can put restriction on it somehow? Naw, your right, to unbalancing for normal game play. It is just cool to see an intel project actually blow up a planet.
There must be a work around for it. Any one have any suggestions?
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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 8th, 2003, 04:49 AM
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Re: I Did It.
This is where a good counter intel feature would come in very handy. I wonder........
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April 8th, 2003, 04:51 AM
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Re: I Did It.
Ok, how does the counter intel work in SEIV? Is it hard coded, or can we mod it?
Counter Intel 1
Counter Intel 2
Counter Intel 3
If we can mod them, and I doubt we can, then we can beef them up. Each one providing a better use of the Intel points given to them.
Is this possible, and if so how?
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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 8th, 2003, 06:21 AM
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Shrapnel Fanatic
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Re: I Did It.
Quote:
Originally posted by spoon:
Not really, though. With the example you give above, you could just do the 50k project twice -- and there is little difference between defending against two 50k projects and one 100k project.
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That works when you have an unlimited number of project spaces. But, SE4 only allows you to perform 12 projects at once. You can do 12 100k projects, but not 24 50k projects.
Quote:
Originally posted by Atrocities:
Ok, how does the counter intel work in SEIV? Is it hard coded, or can we mod it?
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The Effect Amount line of the CI projects determines what the points stored in the project are multiplied by for their effectiveness. For default SE4, this is 1, 2 or 3, depending on level of project.
[ April 08, 2003, 05:23: Message edited by: Imperator Fyron ]
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