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				October 13th, 2003, 12:29 AM
			
			
			
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 Corporal |  | 
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				 Intel Comms Mimic Question 
 ok, here's the situation.At war with Empire's A and B.
 Have knocked empire A's intel down to the point where all my attacks are getting through.
 I have intel 3 now, and want to use a comms mimic to break their treaty.
 It's not clear to me which empire I should choose first when creating the project to ensure that I am actually sending the project against empire A's intel, not empire B.
 
 Anyone know the answer ?
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				October 13th, 2003, 12:48 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Intel Comms Mimic Question 
 The empire that you target the project against (first pick) is who's CI you have to defeat. |  
	
		
	
	
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				October 13th, 2003, 01:20 AM
			
			
			
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 Corporal |  | 
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				 Re: Intel Comms Mimic Question 
 thanks! |  
	
		
	
	
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				October 13th, 2003, 12:40 PM
			
			
			
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 General |  | 
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				 Re: Intel Comms Mimic Question 
 Ppl complain about how comm mimic is too powerful against the AI (And largely useless against humans). 
 Maybe you should have to defeat *both* sets of CI for the operation to succeed? (A bit late to be suggesting hardcode changes I know, but what the hey)
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				October 14th, 2003, 12:26 AM
			
			
			
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 Captain |  | 
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				 Re: Intel Comms Mimic Question 
 I have to strongly disagree with your comment about it being "largely useless against humans". 
In 1 PBW game, I used a "Communications Mimic" against an Empire to declair War on his Partner.  They then fought a devistating War, never knowing that I started the entire War.      
The result.  The lossing Empire surrendered to me, and I easily polished off what remained of the 2nd.   
It was all I could do, not to brag to both of them.      |  
	
		
	
	
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				October 14th, 2003, 12:46 AM
			
			
			
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 National Security Advisor |  | 
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				 Re: Intel Comms Mimic Question 
 Comm mimic is extremely powerful, and yours isn't the only game PBW it's decided.
 It made a huge difference in the Paranoia game, and who could forget the tale of the alliance which was destroyed when Comm Mimic removed the trade between two partners, causing a maintenance chain-reaction. The afflicted partner tried the "fire on ship" order to eliminate many of their ships (I'm not sure if they were too far from shipyards to mothball, or if the player didn't think of it), which backfired and caused most of their planets to revolt (upset at all the lost ships!), which sent them into a real resource disaster.
 
 PvK
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				October 14th, 2003, 02:21 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Intel Comms Mimic Question 
 Anyone that does not sufficiently garrison their planets with police troops is just asking for trouble.        100 is sufficient in most circumstances, 120 in the most dire. |  
	
		
	
	
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				October 14th, 2003, 04:58 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Intel Comms Mimic Question 
 what, exactly does comm mimic do? 
				__________________ 
				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!  
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++ 
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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				October 14th, 2003, 05:12 AM
			
			
			
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 First Lieutenant |  | 
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				 Re: Intel Comms Mimic Question 
 Causes a declaration of war between two empires.  So you can see how that could be bad if the allies don't have good communication or are counting on the trade income.    
				__________________Oh hush, or I'm not going to let you alter social structures on a planetary scale with me anymore. -Doggy!
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				October 14th, 2003, 05:15 PM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Intel Comms Mimic Question 
 You only need 1200 kT of cargo space for the troops. That leaves plenty of space on the breathable worlds (especially if you take Advanced Storage Techniques). Mines are small. You can fit tons of them on a planet. Also, build a storage base or two to hold them (and those satellites       ). WPs and Satellites are useless against even moderately sized fleets. They might damage a couple ships, but that hardly means anything, as you should always have some repair ships along with your fleet. They are cheap. Especially when you get to higher speeds, the ships can usually do a lot of damage to the sats/WPs before they get a chance to fire. Their range advantage is not enough, esp. since WPs can be hit very easily from long ranges, due to the -200 ECM penalty for planets. I hardly build them past the early game. Better to spend resources on colony ships, and warships to take the fight to the enemy.
 
I have only been slowed down by WPs once past the early game, and that was when I attacked a planet that had been filled with temporal WPs with a fleet of about 50 primitive LCs and CRs (they had mostly DUCs, with some PPBs). But, that did not help them much, as I had plenty of state of the art BBs coming on-line at the same time, and they had already lost a lot of ground. Other than that, my fleets have always been able to overwhelm planets filled with WPs. They are really only a threat in the early game, and partially into the middle game.
 
 [ October 14, 2003, 16:19: Message edited by: Imperator Fyron ] |  
	
		
	
	
	
	
	
	
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