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July 23rd, 2001, 11:26 PM
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Private
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Join Date: Dec 1999
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TDM Intel Question
First off, the TDM mod is terrific! This should be part of the game! I would have stopped playing SEIV ages ago due to an A.W.O.L. AI if it hadn't been for this mod pack.
Question on intel... I'm getting whacked by AI intel projects even though I have one of each level of counter running. I have over 40k worth of intel points yet they are running me ragged... If I have to start researching Stellar Manip lvl 3 one more time ( they've sabatoged it three times in a row) I'm gonna scream! What am I doing wrong?
Help! Thanks
[This message has been edited by SpareTire (edited 23 July 2001).]
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July 23rd, 2001, 11:41 PM
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Sergeant
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Re: TDM Intel Question
Try running more than one of each counter simultaneously.
I'm not sure but I think they can only block one attempt each and if the AI is trying 12 attacks at a time.....
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July 23rd, 2001, 11:57 PM
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Lieutenant Colonel
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Re: TDM Intel Question
This is due to a bug in SE4 v1.41 (and maybe previous Versions, too). After the first counter-intel project blocks an incoming intel, all other intel projects on the attacker's queue seem to slip through. I think you can block one attack per race. MM knows about the bug, and hopefully it will be fixed in the next patch.
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July 24th, 2001, 01:49 AM
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General
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Re: TDM Intel Question
Actually, this might not be the sort of bug that we have been thinking. I've been playing a new game for the Last week or so, and the way intel conflict behaves has changed as my relation in total intel points has changed to the attackers. I was having large numbers of attacks get through as the rest of you have been experiencing. I kept building more and more intel planets and as my total strength has increased relative to the attackers I've found the percentage of successful attacks dropping. It's true that I've gone on the offensive and maybe the AIs are now spending much more for their own defense... but could it be that your TOTAL intel strength is somehow factored into the way each individual counter-intel operation works? That would explain the odd changes. When my intel strength was more or less equal to the AI empires they were fairly successful against me. Now that I am something like twice as strong as the nearest rival they don't succeed very often. Any ideas how to test this?
[This message has been edited by Baron Munchausen (edited 24 July 2001).]
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July 24th, 2001, 02:32 AM
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Private
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Join Date: Dec 1999
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Re: TDM Intel Question
...well, I've continued on with my game and the intelligence attacks are now unbearable. I just lost a Starbase to 'mutiny' along with another key battle cruiser + several of my attacking fleets have disbanded due to order chenges etc.
I hope this is on the 'patch' list - as the game is unplayable ( or should I say unenjoyable )
*sigh*
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July 24th, 2001, 03:14 AM
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Lieutenant General
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Re: TDM Intel Question
quote: Originally posted by Baron Munchausen:
Any ideas how to test this?
yeah. setup a game with two empires. get it so that one empire has 10x the points of the weaker empire, and set it up with several CI3 projects running in parallel. then have the smaller empire hit it with 4 intel projects on the same turn. if the second 3 get through, you will know that the behavior you saw previously was just a quirk.
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July 24th, 2001, 08:26 AM
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Second Lieutenant
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Re: TDM Intel Question
Well, all I know is my empire generates 3x the intel points of all AI players combined and they all go to multiple CI IIIs. Yet I'm still getting my planets sabotaged, my population poisoned, my ships' orders changed and crews rotated (from ships with MCs??!?). Luckily I'm playing this game with all techs available from the beginning, otherwise I would have given SEIV up for good.
[This message has been edited by CW (edited 24 July 2001).]
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July 24th, 2001, 10:43 AM
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Lieutenant Colonel
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Re: TDM Intel Question
May I suggest to all of you that you turn off the Applied Intelligence Tech in your new games? (those games already started are stuck with it) I have, at least until the CI bug is fixed. But then again, my race isn't very good at spying, anyway...
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July 24th, 2001, 10:13 PM
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General
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Re: TDM Intel Question
Or, with a little extra modding, you can change the way intelligence projects are setup. Make new, seperate tech areas for Espionage and Sabotage projects, leave Counter-Intelligence and Intelligence centers in the original tech area. If you don't mod the AIs to research the other fields, they'll only be able to defend against intel from others. When the bug is fixed, you can add the research for the races that you think ought to use intel offensively.
[This message has been edited by Baron Munchausen (edited 24 July 2001).]
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July 25th, 2001, 01:01 AM
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Shrapnel Fanatic
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Re: TDM Intel Question
With a little extra modding, you can set the production of all intel centers to zero points, thus fixing the problem for games-in-progress.
As long as you don't delete or move any facilities, your savegame will work perfectly, but all races' intel will quickly fall to zilch.
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