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  #1  
Old May 5th, 2001, 12:45 AM
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PsychoTechFreak PsychoTechFreak is offline
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Default Re: Counter Intelligence

quote:
Originally posted by PsychoTechFreak:
... In some turns (I have observed this with the 2nd attack) you will see a sudden leap ahead in some of the projects...



I guess that in some cases the CI project was intended to be completed if it counters an attack. Maybe Aaron (forgive me) wanted to do this with an addition of let's say 500,000 points (or a million), which could be enough if you have just one or two CI projects. But with 12 CI level III projects you need to add 6 million points..., otherwise they are distributed to the other projects...

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Old May 5th, 2001, 11:35 AM

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Default Re: Counter Intelligence

After reading all of the replies to my question, I am now sure that turning off intelligence projects in my current game was a good decision!

The documentation should contain a detailed explanation of how counter intelligence works. The documentation is almost completely useless!

Thanks to all who responded.
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  #3  
Old May 5th, 2001, 06:18 PM
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Default Re: Counter Intelligence

Turning off Intel is the best, that's my conclusion also. In the meantime I have tried several ways to find a workaround (turn off divide pts evenly and such) w/o success. It's impossible to use CI without this kind of semi-cheating, maybe... if you just use one single CI project, but who is brave enough to rely on it. The CI calculation definetely needs to be reviewed, I also refuse to use Intel until it's fixed, it's a pity...
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Old May 5th, 2001, 06:56 PM
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Default Re: Counter Intelligence

Also, it would be a good idea if you guys could send a mail to MM with complete description of the problem and couple of games as and example. It will help a lot in fixing this problem.
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Old May 5th, 2001, 07:20 PM
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Default Re: Counter Intelligence

quote:
Originally posted by Daynarr:
Also, it would be a good idea if you guys could send a mail to MM with complete description of the problem and couple of games as and example. It will help a lot in fixing this problem.


I have done this already , about 3 weeks ago. ...But I will try it again, maybe it has been lost, maybe I'm too insignificant, I don't know...

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Old May 6th, 2001, 12:18 AM

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Default Re: Counter Intelligence

Intel & CI is such an interesting part of SE-IV that it seems a shame to not use it.

I've been trying to understand the finer points of CI and have the following questions:


1. Is it true that if you dedicate more points to CI projects than the combined total of opponents intel projects that none of their projects will succeed against you?

2. Do I need a separate CI project for each opponent or are all opposing intel projects treated generically?

3. It seems that if a CI project runs to completion and there are no additional CI projects in my queue, opponent’s intel projects start to succeed against me even though I have plenty of points (this usually happens because I can’t have more than 12 CI-III projects).
Is this an accurate description of reality?

4. Assuming that the above is accurate, does it make sense to create one large, long-term CI project as a repository for CI point allocation?
What I’m suggesting is the creation of a CI–IV project with a cost of something like 20M points. This project would reside in the intel queue and be responsible for all CI.
If you want to dedicate all of your points to CI, put this project at the head of the queue.
If you want to run offensive intel, put the CI-IV project at the tail of the queue.
In either case, the ‘distribute evenly’ option should be disabled.
I’ve tried this and it doesn’t feel like cheating. Please let me know what you think.

5. If the idea listed above makes sense, what is an appropriate setting for the ‘Effect Amount’ field in this new CI-IV project?
Does this field determine how many opponent projects are countered?
If so, then this value should be a large number (12 projects from 20 opponents).
Why does this limit exist?

6. Is it possible to extend the intel queue beyond 12 projects?
The current limit of 12 projects seems ridiculous for a galactic superpower.
The limiting factor should be intel points, not a hard-coded number of projects.

7. Is it possible to view all intel projects on a single page?
Maybe a scrollable table with the following fields:
Project-name Target-opponent Cost %-complete Months-to-complete

8. Is it possible to have more information in the log related to completed projects?
For example, it would be nice to have a single log message for CI listing all opponent projects defeated (detail like this exists for combat log Messages).

9. Is it possible to alter ‘Puppet Political Parties’ so that populations become angry before a coup?
It seems pretty unreasonable that a planet of 8 billion Jubilant people would suddenly rebel in a month’s time.
If a successful PPP project decreased happiness and only caused rebellion on angry planets, it would give the player a chance to correct the situation (i.e. troops, temporal vacation facilities, etc.).

Sorry for the long-winded post.
Please let me know if you think any of these ideas have merit.

Thanx.
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  #7  
Old May 6th, 2001, 04:59 AM
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Default Re: Counter Intelligence

I've barely begun to try to understand CI, but I'll take a few shots at the easy answers.
quote:
4. Assuming that the above is accurate, does it make sense to create one large, long-term CI project as a repository for CI point allocation?
I thought that was the purpose of the more expensive CI-2 and CI-3.
quote:
6. Is it possible to extend the intel queue beyond 12 projects?
The current limit of 12 projects seems ridiculous for a galactic superpower.
The limiting factor should be intel points, not a hard-coded number of projects.

7. Is it possible to view all intel projects on a single page?
Maybe a scrollable table with the following fields:
Project-name Target-opponent Cost %-complete Months-to-complete

8. Is it possible to have more information in the log related to completed projects?
For example, it would be nice to have a single log message for CI listing all opponent projects defeated (detail like this exists for combat log Messages).
These are all hard-coded design decisions; they could be changed in theory, but I'd rather see programming time devoted to bug-swatting and new features. The numbers were likely picked for convenience; there's no "realism" reasons for them, but having standardized interface windows saves coding time.
quote:
9. Is it possible to alter ?Puppet Political Parties? so that populations become angry before a coup?
It seems pretty unreasonable that a planet of 8 billion Jubilant people would suddenly rebel in a month?s time.
If a successful PPP project decreased happiness and only caused rebellion on angry planets, it would give the player a chance to correct the situation (i.e. troops, temporal vacation facilities, etc.).
This is a good idea that's been suggested before.

------------------
Cap'n Q


[This message has been edited by capnq (edited 06 May 2001).]

[This message has been edited by capnq (edited 06 May 2001).]
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