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  #11  
Old September 10th, 2002, 02:04 AM

Undertakr Undertakr is offline
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Default Re: Long Range Wepons

Well, since we're experiencing this and just defeated it, here is what we did.

It's 2 vs 1, the 1 is turtled in a sector with a system shield and has 100 planets outside his shield.

We attacked 2 or 3 planets per system to start riots. The riots caused his intel centers to stop producing. Even though he has about 4 gazillion intel points saved up, his production is currently 0 so he can't use any of his stored points to stop us.

We then began using intel to steal a random ship. We can steal 3 ships each turn. After about 10 turns we happened to steal a construction ship in his turtled sector. (And we see he's not quite done with the sphere world, but that's neither here nor there.) Immediately built fighters with the builder ship to defend it and set all of our intel to attack specific ships in the turtled sector now that we can see inside.

Obviously, this can't work in all instances, but it's how we won in this instance.

- takr
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  #12  
Old September 10th, 2002, 05:40 AM
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Default Re: Long Range Wepons

Quote:
Originally posted by Arkcon:
How about a component that induces the random event that causes a ship to travel to a random part of the galaxy. If it were expensive enough, you wouldn't want to use it on every ship. But it would provide a way into any far flung system.
cant be done on a component. however, Geo was talking about this on another thread. what you can do, is mod a new intel project that moves a ship to any random place in the quadrant. the catch is that you have to have two empires cooperating, or it wont work. you cant run intel against yourself, you know.
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  #13  
Old September 10th, 2002, 06:51 PM

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Default Re: Long Range Wepons

Quote:
Originally posted by Puke:
if out-of-contact empires counted towards a 'peace' victory condition, you could set it to peace after 10 years......
IIRC they don't count towards that victory condition. All empires must have contact....
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  #14  
Old September 10th, 2002, 07:10 PM
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Default Re: Long Range Wepons

"if" being the operative word...
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  #15  
Old September 11th, 2002, 01:31 AM
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Default Re: Long Range Wepons

Quote:
Originally posted by Undertakr:

We attacked 2 or 3 planets per system to start riots. The riots caused his intel centers to stop producing. Even though he has about 4 gazillion intel points saved up, his production is currently 0 so he can't use any of his stored points to stop us.

- takr
I'm confused. Are you saying that intel points must be produced before any the stored up counter-intelligence points can be used?
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  #16  
Old September 11th, 2002, 02:16 AM
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Default Re: Long Range Wepons

I think he means using Intel to offensively stop the attackers ships or economy.
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  #17  
Old September 11th, 2002, 02:47 AM
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Default Re: Long Range Wepons

Yes, I thought that is what he meant...but wanted to be sure.
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  #18  
Old September 11th, 2002, 07:29 AM

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Default Re: Long Range Wepons

No I mean if player A has 50,000,000,000 stored counter intel points and I kill player A's intel facilities (or cause riots) and he creates 0 intel points a turn, he CAN NOT stop ANY intel attacks against him even with his 50,000,000,000 stored counter intel points. You MUST have more intel points generated on that turn to use your stored counter-intelligence.

Now, if he could get 10 points a turn and had spread points evenly, he could use 10 of his stored counter-intel's (becaues they each get 1 point each) and he'd probably stop 10 of our attacks. If he generated 1 point of counter-intel it would allow him to use his first counter-intel project only against us.

So, to reiterate, if you go to your Intel menu and you see Intel = 0, no matter what you have saved up, you will not stop anything at all as far as intelligence attacks against you. You can ask your opponent who has lost about 30 ships, had bombs go off on the ships that were making his sphere world, riots on tons of planets and he can't do anything to stop us because of the riots we have created.

- takr
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  #19  
Old September 11th, 2002, 07:56 AM
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Default Re: Long Range Wepons

Hmmmmmm..........

I always thought that your stored intel points could stop any number of multiple attacks, so long as there are enough counter-intel points to do so.

If what you say is true (and you seem very certain of it ), then this is another dumb bug MM has to look at.
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  #20  
Old September 11th, 2002, 08:21 AM

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Default Re: Long Range Wepons

I completely disagree, this is not a bug at all. Think of it this way, you create Counter Intelligence facilities and they are blown up, you have no counter intelligence employees to stop anything coming in, or if they are rioting, you have the same problem. The stored points are their 'knowledge' if you want to think of it that way. As long as they are working, they are quite knowledgeable and able to stop intelligence attacks, but once they stop working or riot or are blown up, you've lost their expertise and are a sitting duck, just as it should be. All he has to do is get them back working and he seems to not be bright enough to do that yet. All he needs is one functioning facility anywhere on the map and his counter will begin working again.

- takr
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