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September 21st, 2006, 10:24 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: About intel in se5
Some valid points SJ.
There's also some problems with project costs and effects with stock intel as well. For example, the Delete Research project will subtract 10,000,000 points from a target's project - rather than just set it back to 0, it actually goes like -10,000,000 points and then takes 200 years to research! Another example is that planet rebellion only costs 5,000 intel points... nor that the effect amounts for some projects are just too high - easily wiping out the resource stores of a player in the early game. 
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September 21st, 2006, 03:52 PM
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Captain
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Re: About intel in se5
Quote:
Captain Kwok said:
There's also some problems with project costs and effects with stock intel as well. For example, the Delete Research project will subtract 10,000,000 points from a target's project - rather than just set it back to 0, it actually goes like -10,000,000 points and then takes 200 years to research! Another example is that planet rebellion only costs 5,000 intel points... nor that the effect amounts for some projects are just too high - easily wiping out the resource stores of a player in the early game.
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Couldnt these be considered bugs?
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September 21st, 2006, 04:15 PM
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General
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Join Date: Feb 2001
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Re: About intel in se5
And can the costs be modded?
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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September 21st, 2006, 04:36 PM
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National Security Advisor
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Re: About intel in se5
Yes, they can be changed in the intelligence script. I've posted modified versions of the Intel/Event scripts that are a bit more forgiving than those in stock.
Updated Intel/Event scripts:
http://www.spaceempires.net/home/mod...ownload&id=316
Extract these into your data folder. It's a good idea to back up the originals though.
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September 24th, 2006, 02:11 AM
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Colonel
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Re: About intel in se5
Quote:
Captain Kwok said:
Yes, they can be changed in the intelligence script. I've posted modified versions of the Intel/Event scripts that are a bit more forgiving than those in stock.
Updated Intel/Event scripts:
http://www.spaceempires.net/home/mod...ownload&id=316
Extract these into your data folder. It's a good idea to back up the originals though.
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Well these are csf files, so you can't see what is in it.
Could you post the corresponding original txt files?
But without the possibility to target a intel operation to a specific planet/ship, I will hardly use intel in my games anyway. That was the only reason I used intel in SE IV and in SE III intel was not worth the effort at all IMO.
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September 24th, 2006, 03:01 AM
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National Security Advisor
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Re: About intel in se5
The .txt file just contains the game code for what projects are under what category and their various effects and the appropriate references to log entries etc. It should be fairly flexible - but I don't think without hard-code changes and extra UI stuffs if you can get it to do direct user-chosen targets. I'm not sure though if I should post the uncompiled versions at this time.
I think SJ's points on the directed versus random intel were pretty valid. Perhaps in a future patch, directed projects could be added in at higher cost.
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