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  #21  
Old September 11th, 2002, 09:08 AM

Doc Weasel Doc Weasel is offline
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Default Re: Long Range Wepons

What he says is true, after we (i'm his teamate) dicovered that intell was working, we talked to the other person, he had been running counter intell 3 for quite a while, being that we are 160 turns in, we are all farily built up on it... but due to unfortunate circumstances his people were all rioting (somethign about a player surrendering to him (his Own teamate), us blowing up 10+ planets a turn) so that's what happens, you don't produce intell, you don't get the benfits of intell... I also agree that you shouldn't get the intell.. make your people happy so they wil work for you, if not, you get nothoign

-Doc Weas
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  #22  
Old September 11th, 2002, 08:29 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: Long Range Wepons

Quote:
Originally posted by Undertakr:
No I mean if player A has 50,000,000,000 stored counter intel points and I kill player A's intel facilities (or cause riots) and he creates 0 intel points a turn, he CAN NOT stop ANY intel attacks against him even with his 50,000,000,000 stored counter intel points. You MUST have more intel points generated on that turn to use your stored counter-intelligence.

Now, if he could get 10 points a turn and had spread points evenly, he could use 10 of his stored counter-intel's (becaues they each get 1 point each) and he'd probably stop 10 of our attacks. If he generated 1 point of counter-intel it would allow him to use his first counter-intel project only against us.

So, to reiterate, if you go to your Intel menu and you see Intel = 0, no matter what you have saved up, you will not stop anything at all as far as intelligence attacks against you. You can ask your opponent who has lost about 30 ships, had bombs go off on the ships that were making his sphere world, riots on tons of planets and he can't do anything to stop us because of the riots we have created.

- takr
Close... all he needs to do is spend at least 1 point on at least 1 Counter-Intel project, and ALL counter-intel projects are effective. I had a single-player game going where I had 5 or so counter-intel projects within a turn of completion, added one more & then loaded up on offensive projects to use up most of the intel production (obviously, "divide evenly" was OFF). So I had multiple offensive projects receiving points, plus 1 counter-intel receiving points, and incoming attacks took points off the old counter-intel projects (the ones NOT receiving new spending). As required, I'd reorder the queue to put an older counter-intel near the front so I could replenish it. Of course, this was a 1.67 (Gold patch 1); I haven't gotten that far in a 1.78 (Gold patch 2) game.
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  #23  
Old September 12th, 2002, 01:46 AM

Baron Grazic Baron Grazic is offline
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Default Re: Long Range Wepons

Has this changed in Gold, because in 1.49 you DO NOT need to spend money on any Counter-Intel projects.
I usually build up my storage and then change to offensive intel and only need to worry about it if my Counter-intel starts to get low.
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  #24  
Old September 12th, 2002, 02:40 AM
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Default Re: Long Range Wepons

Regarding the original topic in this forum, sealing yourself off and winning peacefully through economics, why would anyone want to play a game this way??? Sounds exactly like the original outpost game. All economics/logistics and no combat . One of the strongest features of the SEIV game is combat and the ship design capabilities.

Anyone planning that strategy will most likely be taken out by his warlike human friends long before he had a chance to "peacefully" develop. If someone is doing this against the computer, why bother? Go balance your checkbook or manage your 401K. You'll get a lot more out of it.
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  #25  
Old September 12th, 2002, 03:09 AM

Doc Weasel Doc Weasel is offline
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Default Re: Long Range Wepons

We are not playing a gold game (our next will be)

Thanks DirectorTsaarx for clarifying how it works (we were narrowong it down as best as possible, but being htat we are currently at woar, it's hard to get, and give to much information)

-Doc Weas

And people will do whatever they can to get a win in the win column...
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  #26  
Old September 12th, 2002, 04:17 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: Long Range Wepons

Quote:
Originally posted by Baron Grazic:
Has this changed in Gold, because in 1.49 you DO NOT need to spend money on any Counter-Intel projects.
I usually build up my storage and then change to offensive intel and only need to worry about it if my Counter-intel starts to get low.
It could be a new feature of Gold that you need to keep spending points on at least one counter-intel project to have the protection; I know Intel is one part of the game that's required a fair amount of tweaking since the initial release. Especially since no-one completely understands how it works (except Aaron, of course...)
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  #27  
Old September 12th, 2002, 06:30 PM
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Default Re: Long Range Wepons

Counter-intel is pretty strong, in my opinion. I typically build about 10 or so intelligence facilities (operating at 80% as per race characteristic) and fire up a counter intel project. That seems to stop about 2 intel attacks per turn, maybe more.
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  #28  
Old September 12th, 2002, 07:49 PM
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Default Re: Long Range Wepons

...Or maybe Aaron Doesn't know how it works! Perhaps someone from the CIA, FBI, or the now defunct KGB broke in and stole all his notes on how the system works, and the code is so complex that he cannot figure it out by reverse engineering...

Well, okay, maybe not, but it would explain why the intel system is unexplainable
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