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May 14th, 2002, 08:17 AM
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Re: More stupid newbie tricks ( questions ) !
Ok... getting a little more sophisticated now. What exactly are the effects of Counter-Intel 1, 2 & 3 ? Are they accumalative ? Will be starting to play some MP fairly soon & this could be real important in a more mature game.
I know the AI is pretty much a complete doofus in this area.
Dog
[ May 14, 2002, 07:18 AM: Message edited by: Dogberry ]
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May 14th, 2002, 10:54 AM
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Lieutenant General
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Re: More stupid newbie tricks ( questions ) !
Quote:
Originally posted by Dogberry:
Ok... getting a little more sophisticated now. What exactly are the effects of Counter-Intel 1, 2 & 3 ? Are they accumalative ? Will be starting to play some MP fairly soon & this could be real important in a more mature game.
I know the AI is pretty much a complete doofus in this area.
Dog
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How I think it works:
When enemy completes an intel project against you, SE IV subtracts its cost from accumulated intel points in one of your counter-intel projects. If result is negative, intel project hits you. Higher level projects can have more points and stop high-level sabotage which can cost more than full low-level counter-intel project.
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May 14th, 2002, 04:54 PM
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Corporal
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Re: More stupid newbie tricks ( questions ) !
Quote:
Originally posted by oleg:
When enemy completes an intel project against you, SE IV subtracts its cost from accumulated intel points in one of your counter-intel projects. If result is negative, intel project hits you. Higher level projects can have more points and stop high-level sabotage which can cost more than full low-level counter-intel project.[/QB]
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and you have some counter-intel bonus (10-30% i am not sure)
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May 15th, 2002, 12:40 PM
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Major
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Re: More stupid newbie tricks ( questions ) !
ISTR that the higher-level counterintel projects also add a multiplier to defense. In other words, I think each point spent for counterintel level 2 counts as 2 points of defense, and each point of counterintel level 3 counts as 3 points of defense. (And the settings.txt file shows that intel defense gets a 20% bonus on top of that).
Someone on this board claims to have tested & verified the above, but I can't remember who did it or when...
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May 15th, 2002, 09:52 AM
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Colonel
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Re: More stupid newbie tricks ( questions ) !
Quote:
Originally posted by DirectorTsaarx:
ISTR that the higher-level counterintel projects also add a multiplier to defense. In other words, I think each point spent for counterintel level 2 counts as 2 points of defense, and each point of counterintel level 3 counts as 3 points of defense. (And the settings.txt file shows that intel defense gets a 20% bonus on top of that).
Someone on this board claims to have tested & verified the above, but I can't remember who did it or when...
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That was me not long ago and your statement is absolutely correct. You can change this by editing the intel project files:
Effect Amount := 1
in the counter intel projects will give you only one effective point for defense, values of 2 or 3 will double or triple the effect of your counter intel points.
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May 16th, 2002, 12:38 AM
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Re: More stupid newbie tricks ( questions ) !
Thanks guys... I guess that answers my basic question, that there is a benefit to say .. running Cointel 1 & 2 concurrently as opposed to just running one or the other.
Dog
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May 16th, 2002, 01:15 AM
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General
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Re: More stupid newbie tricks ( questions ) !
Quote:
Originally posted by georgig:
quote: Originally posted by oleg:
When enemy completes an intel project against you, SE IV subtracts its cost from accumulated intel points in one of your counter-intel projects. If result is negative, intel project hits you. Higher level projects can have more points and stop high-level sabotage which can cost more than full low-level counter-intel project.
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and you have some counter-intel bonus (10-30% i am not sure)[/QB] The default bonus for intelligence 'defense' is 20 percent, and it's set in SETTINGS.TXT like many other things.
Intelligence Defense Modifier Percent := 120
There is an additional 'gotcha' to the use of counter-intelligence though. If all of your counter-intelligence projects terminate at the same time -- due to 'filling up' with points -- a bunch of enemy projects will be completed against you on that turn even if you're outspending those enemies by a huge margin. You have to find a way to manage your counter-intel in a way that keeps all of the projects from terminating on the same turn.
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