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 Re: I Did It. What else could be possible with intel mods? Star destroying, black holes, close WPs, atmosphere converting, Plagues? | 
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 Re: I Did It. You could go d/l the Adamant Mod alpha, linked in my sig, for ideas of what can be done. There is undoubtedly more possible.  http://forum.shrapnelgames.com/images/icons/icon7.gif | 
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 Even the AI will use these projects. And planet gravitational shields will not protect you against the planet destruction. [ April 06, 2003, 07:07: Message edited by: Q ] | 
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 [ April 07, 2003, 01:58: Message edited by: smitty ] | 
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 Re: I Did It. I do not bow to the childish whims of patetic planets who think they can control my destiny!    http://forum.shrapnelgames.com/images/icons/icon8.gif | 
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 Re: I Did It. I know what you were posting, I was just being demigodic about it. I agree, that it would be a balance issue, but no more than any other catostophic event. Make the cost of the project very expensive, and the requirements the same. If you set up a game that does not allow stellar manipulation, then the project would not work. IE its availablity is directly tighed into stellar manipulation. No stellar Manipulation, no Doomsday Intel Project. | 
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 Re: I Did It. You can not in any way shape or form compare events to intel projects. Intel projects from a single empire can destroy up to 12 planets in a single turn (though more likely 11 or fewer, as the attacker will need at least 1 CI), and then 12 planets in each subsequent turn, turn after turn. Events could never do that. I think there is a limit of 1 event per turn. Also, more expensive means harder to defend against as well. So, those planet busters become even more of a problem if you make them really expensive. http://forum.shrapnelgames.com/images/icons/icon7.gif | 
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