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November 1st, 2001, 07:43 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Counter Intelligence Again
I'm enjoying the revamped intelligence system - I think it works a lot better than originally (before the big bug).
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Captain Kwok = Captain Spoogy
"Reality is a nice place to visit, but I wouldn't want to live there..."
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November 1st, 2001, 08:00 AM
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Corporal
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Join Date: Nov 2000
Location: Ann Arbor, MI, USA
Posts: 191
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Re: Counter Intelligence Again
quote: Originally posted by Puke:
speaking of intel questions, heres one (though not CI related):
homeworlds are not PPPable. you can set a colony type to 'homeworld' on colonization in a sequential game, and i am sure there is some way to hack your ministers to do it in a simultanious game. the question: if you set all your colonies to 'homeworld,' are you immune from PPP?
1. I'm certain I've PPP'd homeworlds before. At least, I'm almost certain. Hrm...
2. In simultaneous games, go to the Colonies window, and you can manually set the Type for each colony. For future reference for ya
Eric/LL
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November 1st, 2001, 11:35 PM
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Corporal
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Join Date: Mar 2001
Location: Toronto, ON, Canada
Posts: 56
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Re: Counter Intelligence Again
Thanks, everybody. In response to some of your observations, without being specific, yes it is possible to manipulate the system the way it is currently designed, but I still largely prefer it to the slot based model we previously 'enjoyed'. This is much more realistic and gives some ground to those players who wish to play species specializing in 'cunning'. Overall I am much happier.
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__________________
Going along with the conditions of the world, without hindrance. Conditions of the world going along with conditions of the world, going along is a condition of the world when going along - this is called without hindrance.
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November 2nd, 2001, 01:33 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Counter Intelligence Again
Yes, counter-intelligence seems to have been changed from earlier verions. I finally like the way counter-intelligence works. I had not thought of the possible 'cheat' that Dragon-lord suggests but it might be corrected by a simple change like requiring diplomatic contact with an alien race before counter-intel can be queued up.
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November 2nd, 2001, 04:54 AM
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Corporal
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Join Date: Jan 2001
Posts: 132
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Re: Counter Intelligence Again
um. maybe I'm wrong but 1.49 with TDM mod you do need contact to queue CI projects.
You need contact with at least one race however the AI seems to have the advantage from play order. I lost contact with everyone in the galaxy and the turn I moved into contact again (I couldn't queue any intel projects on the turn I ordered the move) I was hit with 3 intel projects with no chance for defense.
Very upsetting.
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November 2nd, 2001, 04:41 PM
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First Lieutenant
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Join Date: Sep 2000
Location: Texas
Posts: 626
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Re: Counter Intelligence Again
1. You can't do anything with intel until you have contact.
2. One CI can block multiple intel attacks. I normally run just one and with my intel intensive race can then block all the incoming and use the other 11 slots to crush their own CI.
3. I am very sure that I have PPPed the Terrans homeworld before. I had 11 PPP's hitting them per turn as a MEE since they were weak and the Krill were rapidly becoming a second MEE and a threat on the far side of the Galaxy... Next thing I know is I have world with Large size (as all homeworlds that game were) with the 120ish % in all resources that homeworlds of good value have, and mineral miners, 1 organic and 1 radioactive, with a resupply a spaceport a spaceyard and the rest filled with research. To top it off the Weapon platforms on it where like an evolutionary chart of the Terrans advancing techs. 1 with CM 2, 1 with CM 3, 1 with CM 4, then a whole lot with maxed CM all using the graphics of the Terrans.
I thus conclude that PPP is possible of homeworlds. Heh... too bad I don't still have the game and don't remember if it's type said homeworld. I mostly ignore those planet types thingies and most of mine are just blank or have something generic like resource colony, or R&I colony. 
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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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November 2nd, 2001, 07:14 PM
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Private
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Join Date: Dec 2000
Location: Minneapolis, MN, USA
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Re: Counter Intelligence Again
quote: Originally posted by geoschmo:
I agree that is what I am seeing. It appears that a single counter intel project can defend against multiple attacks as long as the sum of the intel projects against you does not equal more than the intel you are producing, minus any you are spending on intel projects directed at others.
IMHO it's definetly better, but it's kind of boring. It turns into a race to see who can generate the most intel points.
Personally I have not been disapointed by all the no-intel games I have been playing in while the bug has been around.
Geoschmo
I aggree with Geoschmo that it turns into a most intel point race. That is why I propsed in another thread that non intelligence components can be used to thwart attacks (troops and ship security components).
Here is the other thread: http://www.shrapnelgames.com/ubb/For...ML/004008.html
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