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January 7th, 2003, 01:35 AM
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Corporal
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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)?
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January 7th, 2003, 02:14 AM
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Shrapnel Fanatic
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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.
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January 7th, 2003, 04:22 AM
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Corporal
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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.
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January 8th, 2003, 07:06 PM
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Captain
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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).
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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?
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January 8th, 2003, 08:58 PM
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Shrapnel Fanatic
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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.
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January 8th, 2003, 09:41 PM
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Major
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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....)
$.02>
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 ]
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January 8th, 2003, 09:53 PM
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Shrapnel Fanatic
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Re: Question about intelligence countermeasures
I was just using his numbers.
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January 10th, 2003, 07:41 PM
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Major
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Re: Question about intelligence countermeasures
Imperator, never meant to suggest anything - I'm well aware of your knowledge fo SE... Just wanted to point that out. I know I've had to run Intel attacks for 15-20+ turns to start getting any success against some....
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