|
|
|
|
 |

July 15th, 2002, 03:17 PM
|
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Cowabunga!
Or we could ask MM to alter the way intel attack results are displayed. If you succeed in 'disguising' your attack it gets entered into the log as an event instead of an intel message. Maybe it should be a settable flag/attirubte so we could distinguish between intel that is obviously intel and something that could be mistaken for an event.
|

July 15th, 2002, 05:18 PM
|
 |
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Cowabunga!
Hey great, I am glad that somebody is willing to take the stuff that we discussed on the other thread (don't remember which one...  ) and do something with them  .
edit: found the other thread, title didn't have anything to do with intel.
here it is <-- that's a link
Despair not, Baron. Intel attacks against you are already displayed as events. The only way to tell that they are intel attacks is that they have a prefix "Intelligence Minister: " before the actual text. So when you make matching pairs for events and intel projects, just put Intelligence Minister: before the text of the event  .
Rollo
[ July 15, 2002, 16:27: Message edited by: Rollo ]
|

July 15th, 2002, 06:11 PM
|
 |
Colonel
|
|
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Cowabunga!
Baron some question about your new intel projects (plague, planet or star destruction):
Can you target them to a specific planet or system or is the location random?
Are the planetary and system gravitational shields ineffective, as I suspect, or give they protection against the destruction of the planet or the sun by your intel projects?
And would you post your new intel projects? I would like very much to use them in my games.
|

July 15th, 2002, 06:20 PM
|
 |
Colonel
|
|
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Cowabunga!
One more thing:
The AI can handle plagues, if you give them a population transport design with a medical bay in it!
So I think you could use the plague intel project without being unfair against an AI empire. More important seems to me that the plague level is not too high, otherwise the entire population is dead before the ship with the medical bay arrives.
And I like the idea to link these projects to the tech levels of the corresponding weapons. So you still have to research quite a lot before you can use them and IMO these super intel projects should be expensive, very very expensive!
|

July 15th, 2002, 07:47 PM
|
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Cowabunga!
Ah.... Thanks, Rollo. Now I know what to do. I'll go back to my matching text Messages and do the required editing. I've been thinking up new descriptions for events, both the original ones and the intel related ones, so there will be lots of variety. You can have a formerly intel-only affect, loss of crew experience, hit you as an accident now, for example. And it might use the same description as the intel project (the experienced crew was broken up) or it might have a different message (the experienced crew resigned in protest against a tyrranical captain... ).
[ July 15, 2002, 19:06: Message edited by: Baron Munchausen ]
|

July 15th, 2002, 07:49 PM
|
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Cowabunga!
Quote:
Originally posted by Q:
Baron some question about your new intel projects (plague, planet or star destruction):
Can you target them to a specific planet or system or is the location random?
Are the planetary and system gravitational shields ineffective, as I suspect, or give they protection against the destruction of the planet or the sun by your intel projects?
And would you post your new intel projects? I would like very much to use them in my games.
|
The plague project, which I've titled 'Biological Warfare', lets you choose a planet just like any other planet sabotage project. I figured it would. I haven't tried planet or star destruction yet. Wasn't intending to, actually, but I'm sure someone will now. That's why I posted. We need more researching of this part of the game.
I'm still thinking of releasing my stuff. Guess I'll have to do it some day. Then we can have 'Munchausen Mod' games on PBW... 
[ July 15, 2002, 19:04: Message edited by: Baron Munchausen ]
|

July 15th, 2002, 07:55 PM
|
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Cowabunga!
Quote:
Originally posted by Q:
One more thing:
The AI can handle plagues, if you give them a population transport design with a medical bay in it!
So I think you could use the plague intel project without being unfair against an AI empire. More important seems to me that the plague level is not too high, otherwise the entire population is dead before the ship with the medical bay arrives.
And I like the idea to link these projects to the tech levels of the corresponding weapons. So you still have to research quite a lot before you can use them and IMO these super intel projects should be expensive, very very expensive!
|
No, the AI is not smart enough to send a medical bay equipped ship even when it has them.
As far as the cost, yes, I've setup the 'biological warfare' projects to require both Intel level 3 and the corresponding level of biological weapons. All five levels. Like I said, this is intended for human-only games where you're going to be smart enough to research all levels of medical tech and deploy ships with the bays.
The question of intel points cost is an interesting one because of how counter-intel works. When you make an intel project cost more you are making it somewhat harder to pull off, but you are ALSO making it harder to stop! And I wonder if the extra difficulty of stopping an expensive project makes it worthwhile to assign a huge cost to the plague intel projects. You might be making them more effective rather than less. If they cost more than 100000, for example, level 1 counter-intel can't stop them.
[ July 15, 2002, 19:02: Message edited by: Baron Munchausen ]
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|