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July 24th, 2001, 08:26 AM
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Second Lieutenant
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Join Date: Jun 2001
Location: Australia
Posts: 409
Thanks: 0
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Re: TDM Intel Question
Well, all I know is my empire generates 3x the intel points of all AI players combined and they all go to multiple CI IIIs. Yet I'm still getting my planets sabotaged, my population poisoned, my ships' orders changed and crews rotated (from ships with MCs??!?). Luckily I'm playing this game with all techs available from the beginning, otherwise I would have given SEIV up for good.
[This message has been edited by CW (edited 24 July 2001).]
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July 24th, 2001, 10:43 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
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Re: TDM Intel Question
May I suggest to all of you that you turn off the Applied Intelligence Tech in your new games? (those games already started are stuck with it) I have, at least until the CI bug is fixed. But then again, my race isn't very good at spying, anyway...
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July 25th, 2001, 01:01 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
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Re: TDM Intel Question
With a little extra modding, you can set the production of all intel centers to zero points, thus fixing the problem for games-in-progress.
As long as you don't delete or move any facilities, your savegame will work perfectly, but all races' intel will quickly fall to zilch.
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July 24th, 2001, 10:13 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
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Re: TDM Intel Question
Or, with a little extra modding, you can change the way intelligence projects are setup. Make new, seperate tech areas for Espionage and Sabotage projects, leave Counter-Intelligence and Intelligence centers in the original tech area. If you don't mod the AIs to research the other fields, they'll only be able to defend against intel from others. When the bug is fixed, you can add the research for the races that you think ought to use intel offensively.
[This message has been edited by Baron Munchausen (edited 24 July 2001).]
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