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September 9th, 2005, 04:20 AM
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Join Date: Apr 2004
Location: Atlanta, Georgia
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Re: Gameplay tips & tricks
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Alienboy said:
I now do my messages last but I have started to wonder why my intel projects fail against a races with next to no intel points?? Is there a similar bug which affects Intel projects?
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There are three possible reasons for intel projects to fail:
1) It was blocked by counterintel. Keep in mind that counterintel can be built up during an empire's height and saved indefinitely as long as it isn't being depleted faster than it's being generated. In a worst case scenario, you could have to wade through 12 nearly full Counter Intelligence 3 projects before seeing any success, which would take near 21.6 MILLION intelligence points of offense, not counting further intel defense produced while you're trying to wear it all down.
2) You tried a Puppet Political Parties project and didn't get lucky. This project, and this project only, has a 50% (I think) chance to fail even if counterintel fails to block it.
3) There are no valid targets. If, for example, an empire has been so badly beaten that it has no ships at all, Crew Insurrection projects used against that empire will all fail. This will usually produce a log message that simply states that the project failed, rather than saying that it was blocked.
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September 9th, 2005, 04:49 AM
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Join Date: Jan 2005
Location: New Zealand
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Re: Gameplay tips & tricks
Quote:
douglas said:
Quote:
Alienboy said:
I now do my messages last but I have started to wonder why my intel projects fail against a races with next to no intel points?? Is there a similar bug which affects Intel projects?
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There are three possible reasons for intel projects to fail:
1) It was blocked by counterintel. Keep in mind that counterintel can be built up during an empire's height and saved indefinitely as long as it isn't being depleted faster than it's being generated. In a worst case scenario, you could have to wade through 12 nearly full Counter Intelligence 3 projects before seeing any success, which would take near 21.6 MILLION intelligence points of offense, not counting further intel defense produced while you're trying to wear it all down.
2) You tried a Puppet Political Parties project and didn't get lucky. This project, and this project only, has a 50% (I think) chance to fail even if counterintel fails to block it.
3) There are no valid targets. If, for example, an empire has been so badly beaten that it has no ships at all, Crew Insurrection projects used against that empire will all fail. This will usually produce a log message that simply states that the project failed, rather than saying that it was blocked.
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I think it is the Puppet Political Parties that I have the most trouble with. Sometimes it has worked but instead of the target planet joining my race, it goes off and makes its own race. I would like to know more about how Intel works,... seems to be a strange beast!  [img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
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September 9th, 2005, 05:16 AM
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Major
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Join Date: Apr 2004
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Re: Gameplay tips & tricks
Quote:
Alienboy said:
I think it is the Puppet Political Parties that I have the most trouble with. Sometimes it has worked but instead of the target planet joining my race, it goes off and makes its own race. I would like to know more about how Intel works,... seems to be a strange beast! [img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
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Read section "10.1 Intelligence" in the FAQ for the rundown on how intelligence works in general.
PPP is a special exception to the all-or-nothing rule of counterintel. It has a chance to do nothing, a chance to make the target planet form its own empire, and a chance to make the target planet switch sides to join you. If there are already 20 empires in the game, including any that may have alread been wiped out, the possibility of forming a new empire disappears. I don't know what effect this has on the probability of success. A new empire formed by a rebelling planet inherits all aspects of the empire design of its parent empire except name, population picture, and planet and atmosphere types. Somehow, all the population on the planet will spontaneously mutate to breathe the atmosphere of that planet, which can be quite useful for undoming planets without waiting for atmospheric modification plants. The new empire will also inherit all of the parent empire's technology, which may make it an attractive target for technological espionage, since it will only have the resources of that one planet and will not have any counterintel built up.
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September 9th, 2005, 05:50 AM
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Join Date: Jan 2005
Location: New Zealand
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Re: Gameplay tips & tricks
Quote:
douglas said:
Quote:
Alienboy said:
I think it is the Puppet Political Parties that I have the most trouble with. Sometimes it has worked but instead of the target planet joining my race, it goes off and makes its own race. I would like to know more about how Intel works,... seems to be a strange beast! [img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
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Read section "10.1 Intelligence" in the FAQ for the rundown on how intelligence works in general.
PPP is a special exception to the all-or-nothing rule of counterintel. It has a chance to do nothing, a chance to make the target planet form its own empire, and a chance to make the target planet switch sides to join you. If there are already 20 empires in the game, including any that may have alread been wiped out, the possibility of forming a new empire disappears. I don't know what effect this has on the probability of success. A new empire formed by a rebelling planet inherits all aspects of the empire design of its parent empire except name, population picture, and planet and atmosphere types. Somehow, all the population on the planet will spontaneously mutate to breathe the atmosphere of that planet, which can be quite useful for undoming planets without waiting for atmospheric modification plants. The new empire will also inherit all of the parent empire's technology, which may make it an attractive target for technological espionage, since it will only have the resources of that one planet and will not have any counterintel built up.
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As you have pointed out, a planet that has rebelled is an easy target for PPP and other projects. The other information is going to be useful so thanks for your comments.
Another issue I wondered about was to do with counter Intel. Lets say you have 4 slots of Counter Intel and you loss them all in one turn to multiple Intel Sabotage attacks. So you add another 4 slots of Counter Intel. I have done the above but suffered loses the next turn, such as resource procurement and crew insurections, which previously were kept at bay by the original 4 slots of Counter Intel? So it is my observation that any new counter Intel projects take one turn to actually start working. Would this be correct?,... Gee, maybe I should take a look at that FAQ thread you mentioned,... before asking these sorts of questions,...lol [img]/threads/images/Graemlins/Fish.gif[/img] [img]/threads/images/Graemlins/Flag_NewZeland.gif[/img] [img]/threads/images/Graemlins/Flag_Checkered.gif[/img]
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September 9th, 2005, 06:20 AM
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Re: Gameplay tips & tricks
Crikey! I just had a look at the FAQ thread,..... OMG! I should have paid more attention in my speed reading class,.. Its huge! This game is hell!
Section 10.1.6 covers my last question,... I think. Don't really follow it fully but I have a rough idea.
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