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March 1st, 2004, 02:52 AM
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Corporal
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Join Date: Feb 2004
Posts: 127
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Intelligence help, please.
Periodically, my intelligence networks seem to fail so throughly that at least 5 intelligence attacks occur. Is there a way to stop this? I am currently using Counter-Intelligence LV.3 while playing with the Star Trek Mod.
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Games played: Baldur's Gate, Baldur's Gate II, Planescape - Torment, Fallout 2, Super Robot Wars 3(English translation), Final Fantasy IV(Fan-translated version) Final Fantasy VI, Final Fantasy - Mystic Quest, Dragonball Z: Legend of the Super Saiyan, DBTC, X-COM, Deus Ex, Thief I+II, Space Empires IV, Homeworld, Star Trek - 25th Anniversary, Age of Empires II, Freespace 2, Sonic & Knuckles, Super Mario All Stars + World, Super Mario Wolrd 2, Super Mario RPG, Laxius Power, Romancing Walker, Avernum 2, Geneforge, Diablo, Starcraft+Expansion, Uplink: The Hacker Elite, Space Empires IV Gold, Jagged Alliance II, Megaman 7, Megaman & Bass, Megaman X, Megaman X2, Megaman X3, Megaman Zero, Megaman Zero 2, Myst, Aliens VS Predator 2...the list goes on.
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March 1st, 2004, 02:55 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Intelligence help, please.
Counter Intelligence (CI) works with stored points, not points per turn or completing projects. When an intel attack occurs, points are deducted from your CI project and used to block it. If you have enough points to match the point cost of the incoming project, you block it. Finishing a CI project is bad, as you lose all of the stored points. Now, the level of the CI project multiplies the value of the points stored in it. 10000 points in CI 1 can block 10000 points of attacks. 10000 points in CI 3 can block 30000 points of attacks. Additionally, all CI projects get an additional 20% bonus (from settings.txt). So really, 10000 points in CI 1 can block 12000 points of projects, and 10000 points in CI 3 can block 36000 points of projects.
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March 1st, 2004, 06:09 AM
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Corporal
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Join Date: Feb 2004
Posts: 127
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Re: Intelligence help, please.
Thank you, it solves an irritating mystery.
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Games played: Baldur's Gate, Baldur's Gate II, Planescape - Torment, Fallout 2, Super Robot Wars 3(English translation), Final Fantasy IV(Fan-translated version) Final Fantasy VI, Final Fantasy - Mystic Quest, Dragonball Z: Legend of the Super Saiyan, DBTC, X-COM, Deus Ex, Thief I+II, Space Empires IV, Homeworld, Star Trek - 25th Anniversary, Age of Empires II, Freespace 2, Sonic & Knuckles, Super Mario All Stars + World, Super Mario Wolrd 2, Super Mario RPG, Laxius Power, Romancing Walker, Avernum 2, Geneforge, Diablo, Starcraft+Expansion, Uplink: The Hacker Elite, Space Empires IV Gold, Jagged Alliance II, Megaman 7, Megaman & Bass, Megaman X, Megaman X2, Megaman X3, Megaman Zero, Megaman Zero 2, Myst, Aliens VS Predator 2...the list goes on.
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March 1st, 2004, 11:09 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
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Re: Intelligence help, please.
i just remove intelligence entirely.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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March 2nd, 2004, 08:52 AM
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Lieutenant General
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Join Date: Nov 2002
Posts: 2,903
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Re: Intelligence help, please.
In what order are those stored counter-intelligence points used up?
I have several counter-intelligence projects running, and each turn I check to see how far the first one has progressed. When the green progress bar is almost full or when it says 0.1 years to completion, I reorder the projects and move that one to the back. That way you don't lose the accumulated points next turn, by preventing the project from completing.
Eventually, if I have all 12 slots used for counter-intelligence, I have 10 or 11 which are almost complete. But somehow as the points are used to counter attacks by my enemies, it appears to deplete points from different positions. When there's an enemy intelligence attack, the points don't always deplete the very first CI project or the very Last one. It seems like, some of the projects in the middle are more depleted than the ends sometimes. I haven't been keeping track very carefully so I could be wrong, but that's what seems to be happening? I have to keep checking which projects have the lowest stored points and shuffling those to the front.
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March 2nd, 2004, 08:58 AM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Intelligence help, please.
From the FAQ (but unfortunately not well placed):
A CI project is like a bank account. Available points are invested in projects (with interest).
Attacks subtract points from CI projects. This exchange happens each turn and new points go into
the CI project before your attacks come in. (Slick) Points added to CI in a turn are indeed used for defense in that turn if necessary. CI has no limit to the number of projects it can theoretically stop. (Imperator Fyron) For any given attack, if the defender has (greater
than or equal to) stored CI points, the attack will be blocked, and the corresponding amount of points are deducted from your stored CI projects, starting from the rightmost one and moving left. When you have no CI projects or no points stored in any of your CI projects, any subsequent completed attack project against your empire succeeds at 100% (Puppet Political Parties is 50%).
There is other info on Intel in the FAQ, check it out.
Slick.
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Slick.
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