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  #11  
Old September 21st, 2006, 04:15 PM
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Default Re: About intel in se5

And can the costs be modded?
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  #12  
Old September 21st, 2006, 04:36 PM
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Default 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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  #13  
Old September 23rd, 2006, 12:28 AM
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Default 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.
For solo SEIV play, I've always thought being able to pick intel projects is a LOT of fun.
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  #14  
Old September 23rd, 2006, 12:42 AM
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Default 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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  #15  
Old September 23rd, 2006, 01:17 AM
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Default 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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  #16  
Old September 23rd, 2006, 02:24 PM
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Default 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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  #17  
Old September 23rd, 2006, 03:38 PM
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Default Re: About intel in se5

You can mod the scripts to make it have a random factor...
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  #18  
Old September 23rd, 2006, 03:42 PM
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Default 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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  #19  
Old September 24th, 2006, 01:37 AM
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Default Re: About intel in se5

Quote:
Captain Kwok said:
You can mod the scripts to make it have a random factor...
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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  #20  
Old September 24th, 2006, 02:11 AM
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Default 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.
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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