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  #1  
Old February 1st, 2001, 10:50 PM

rdouglass rdouglass is offline
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Default Re: Does the AI use intel very well?

Raynor, yes it does require a big investment in intel facilities. However, there are many areas that I don't have to research BECAUSE of my intel strategies. For instance, I never research propulsion 'cause I Crew Insurrect an AI ship, get it to a "mobile" Ship Yard (or get the SY to it) and analyse the ship. That gives me the techs (alas in 1 tech level increments). Same goes for Colony techs, etc. I usually just research my racial techs (usually organic - I LOVE the Enveloping Acid Globules), Shields, Stellar Manip, Intel, Ship Construction, Point defense, and Stellar Harnessing. Everything else I steal. Sure does reduce the amount of research facilities I need.

As to the PPP thing, when I'm cranking out intel points, I try to PPP 1 planet every other turn, 1 ship to Crew Insurrection per turn, and the rest to various Counter Intel. Crew Insurrect seems to work every time while as PPP works about 75% of the time.

I also play huge galaxy, low tech games so it gives me a few turns to get my intel act together before I encounter another AI. The only downfall is if I meet an AI early. Then I have to do some scrambling - usually resort to mines or missles - and go heavy on the defense.

Yes, it does definitely put a cool twist on the game. IMO that (Intel) is a HUGE improvement over SE3. You should try that strategy once and see how you like it.

Man, I wish I had MORE TIME to play....
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  #2  
Old February 1st, 2001, 10:54 PM
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Default Re: Does the AI use intel very well?

As I posted in my Darlok readme.txt-

"(2) The second biggest advantage the Darlok had was their Intel capability. Although I have given them a considerable Intel boost via racial %, the text files currently do not let you prioritize the Intel projects by a certain race. This leads to many projects. Most races have between 8-12 projects outstanding at a time with very long completions times. My suggested fixed was to have a file similar to the research file where races can have a priority order and % operating at a time (again similar to the research file). This would accomplish the following: (a) certain races could have aggressive, neutral or defensive projects depending one their demeanor and AI_State and (b) it would eliminate the current problem of inefficient use of Intel Points for projects which result in information the AI will never use (i.e. census or designs)."

Anyway, I really hope an "Intel" file (as I described above) is created for the races. I know, not until the bugs are fixed - but hopefully prior to SE5.

[This message has been edited by Tampa_Gamer (edited 01 February 2001).]
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Old February 1st, 2001, 11:05 PM

Sinapus Sinapus is offline
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Default Re: Does the AI use intel very well?

Have you been running counterintelligence operations? Like at least four to six? Or am I just paranoid?

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Old February 1st, 2001, 11:07 PM

rdouglass rdouglass is offline
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Default Re: Does the AI use intel very well?

quote:
Originally posted by Sinapus:
Have you been running counterintelligence operations? Like at least four to six? Or am I just paranoid?




Once I encounter another race, I always run at least 2 Counter Intel's. Yup, I'm paranoid too.
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Old February 1st, 2001, 11:16 PM
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raynor raynor is offline
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Default Re: Does the AI use intel very well?

I never thought of doing Crew Insurrection to steal enemy ships for tech. That's a smart idea.

Alas... I am still so clueless when it comes to intel. I *finally* in my Last game decided that it might be better to have multiple counter-intel projects running simultaneously instead of just one at a time that got all my points and finished earlier. I guess everyone has decided it's better to run several at one time?

I really, really, really don't understand how counter-intel works...
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Old February 1st, 2001, 11:27 PM

lwmweb lwmweb is offline
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Default Re: Does the AI use intel very well?

I am presently in a game with max difficulty and max bonus and the AI intel is a real pain. They do not get through every turn but even with multiple level 3 counterintelligence they occasionally get through and I get hit with 8 or 9 things in the same turn. I have had ships stolen and one planet go over to the enemy.

On the flip side my attempts at crew revolt and PPP I am only successful 25% of the time. Against several AI I am almost never successful. I think the AI I am successful against is being pounded by the other two as well.

By the way when a fleet takes of I think what happens is when the AI happens to change the orders of the fleet leader your fleet takes of for other places. I have had individual ships get a change of orders but not affect the fleet. On the other hand I have had fleets guarding the warp holes take off on me. And it was the fleet leader who changed his mind.
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Old February 2nd, 2001, 03:43 PM

rdouglass rdouglass is offline
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Default Re: Does the AI use intel very well?

The way I understand intel and counter-intel is this: Your intel points for intelligence operation gets negated by any counter-intel points spent by the target for that level.

For instance, Player A has 100,000 points of intel and has 4 projects running. Project 1 has 25,000 points towards Crew Insurrection (an Intel Level II project) of player B, Project 2 is Order Snafu (Intel Level I) toward player C for 25,000 points, Project 3 & 4 are both 25,000 points toward Counter-Intel II.

Player B has 60,000 points and uses them for 2 Projects: 30,000 toward Crew Insuurect toward Player A, and 30,000 in Counter Intel II.

Player C has 60,000 points and 3 projects: 20,000 toward Order Snafu on Player A; 20,000 toward Counter-Intel I, and 20,000 toward Counter-Intel II.

Now here's where the confusion usually begins:

Player A Project 1 NEVER is sucessful 'cause Player B puts 30,000 toward Counter-Intel II: 25,000 - 30,000 = -5,000.

Player A Project 2 is sucessful (I think at a reduced percentage) since 25,000 - 20,000 = 5,000. Remember Player C had 20,000 toward Counter Intel II.

Player B Project 1 Works at a reduced percentage: 30,000 (from B) - 25,000 (A CI II)= 5,000.

Player C Project 1 almost ALWAYS sucessful since Player A has NO Counter Intel I projects.

I'm sure I missed some details...maybe others can fill in the blanks and / or correct me.
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