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September 21st, 2006, 04:15 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: About intel in se5
And can the costs be modded?
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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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Join Date: Oct 2001
Location: Toronto, Canada
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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 23rd, 2006, 12:28 AM
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Sergeant
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Re: About intel in se5
Quote:
Captain Kwok said:
You pick a focus area only and so do not have direct control over which projects are happening.
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For solo SEIV play, I've always thought being able to pick intel projects is a LOT of fun.
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-- Tony
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September 23rd, 2006, 12:42 AM
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National Security Advisor
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Re: About intel in se5
On a positive note individual intel projects can be modded into SE:V with a bit of work. The only downside I see right now is that you wouldn't be able to run more than 1 type of project per turn against an empire and it might go for multiple instances of the same project in a turn as well.
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September 23rd, 2006, 01:17 AM
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Lieutenant General
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Re: About intel in se5
In SEIV, I'd use the crew insurrection intel project directed against specific A.I. colony ships that wandered into my space to capture their population and colonization tech.
But I like the new SEV way too. That trick in SEIV was kind of gamey.
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September 23rd, 2006, 02:24 PM
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National Security Advisor
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Re: About intel in se5
Is there any randomness to the success chances, or is it still more or less "if you spend more points, your missions work; if you spend less, they fail"? (That was I think the main failing of the SE4 system.)
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September 23rd, 2006, 03:38 PM
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National Security Advisor
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Re: About intel in se5
You can mod the scripts to make it have a random factor...
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September 23rd, 2006, 03:42 PM
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Lieutenant General
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Re: About intel in se5
How does counter-intel work? It looks like it's better than the strange system in SEIV where you build up counter-intel points and not let the project complete because then the points are wasted.
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September 24th, 2006, 01:37 AM
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National Security Advisor
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Re: About intel in se5
Quote:
Captain Kwok said:
You can mod the scripts to make it have a random factor...
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Seems to me that has a lot of potential to be much better than SE4, then, depending on how it can be made to work in practice.
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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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