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Home » news » forums » Space Empires V » Space Empires V FAQs

Intelligence - How it works in Balance Mod

Noumenon's picture
Submitted by Noumenon on Fri, 2007-07-13 04:34. Space Empires V FAQs

There is a thread going called Intelligence -- how does it work, but BlueTemplar mentioned that Balance Mod has a different intel system, so I thought it ought to have a separate thread. I have never played anything but Balance Mod, so I get confused when people are having discussions about stock without saying so.

So I did some Googling and found a thread with Kwok's proposed changes, and the intel project costs.

Now, here's how I understand the Balance Mod intel. In stock, you pound away at their defense until it's gone, then all your projects succeed. In Balance Mod, every project has a chance of succeeding each turn. Its chance is Success % = Attack IPs / (Attack IPs + Defense IPs + Project Cost). So if you put 1000 IPs into a project that costs 1000, you will have a 50% chance to succeed if they have no defense. If they have 1000 IP defense, you have a 33% chance to succeed. If the project costs 10,000, you have a 9% chance to succeed.

What I don't understand is how the computer selects which project you are going to do: In Sabotage: Political, when does it do Disrupt Trade and when does it Prevent Messages? And I don't understand about the limits for how many projects you can try each turn and why they exist.

All I know is that I'm playing a solo game right now with all the computers against me and Intel is a major issue for me. The computer blows up the cargo in my carriers (bye bye, fighters!) and makes my boarding ships rebel. I have as many Intel points as Research points (50,000), but the combined computers have 80,000 points against me. If I take my defensive intel and move it to offensive, I start to take more serious hits. The only good thing is that some of the intel projects don't do anything, like damaging facilities, intercepting messages, and disrupting research. But I have bombed out ships sitting all over the place waiting for a repair ship to come fix them and give them supplies. Like GI Joe might say, intelligence is half the battle.

‹ Misc questions concerning combat What do I research to get "remote mining?" ›
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BlueTemplar's picture

Re: Intelligence - How it works in Balance Mod

Submitted by BlueTemplar on Sat, 2007-07-14 12:49.

It's now:
Success % = Attack IPs / (Attack IPs + 2*Defense IPs + Project Cost)

More discussion about the intel here:
http://spaceempires5.com/en-US/node/3471

AFAIK the project selection is random. Also IIRC you shouldn't have any limits on number of intel projects per turn.

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Noumenon's picture

Re: Intelligence - How it works in Balance Mod

Submitted by Noumenon on Sat, 2007-07-14 14:44.

Should I be getting hit that much, then? If my defense is 50,000 and there's a total of 120,000 against me, each of the ten races should have about 12,000 attack points. So the success percent should be like, 12000/(12000+100000+1000) = 11%.

Actually with the intelligence numbers so big, the cost of the project doesn't matter much. A 1000 IP project succeeds 10.6% and a 10000 IP succeeds 9.8%. But if they do the 1,000 IP projects, they get to do twelve of them so there's only a 26% chance they'll all fail -- 74% chance at least one will get through. So I should be getting hit by about seven cheap projects among the ten races, or less than that with a few expensive ones.

Seems like more than that is getting through. I'll have to write down which projects they're hitting me with and see how many and how expensive they are.

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Telumehtar's picture

Re: Intelligence - How it works in Balance Mod

Submitted by Telumehtar on Sun, 2007-07-15 02:16.

Is there anyway to see how many "unused" accumulated IPs you currently have?

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BlueTemplar's picture

Re: Intelligence - How it works in Balance Mod

Submitted by BlueTemplar on Sun, 2007-07-15 13:12.

Remember that points get depleted. After some intel attacks you will have 0 points against 70k! I wonder in what order intel "combat" develops? 1 project per empire then cycle or one empire at a time?

EDIT: the post was cut

- No there is no way to see how many accumulated points you have.

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Captain Kwok's picture
Mod Designer

Re: Intelligence - How it works in Balance Mod

Submitted by Captain Kwok on Mon, 2007-07-16 20:46.

Intel points do not accumulated in the Balance Mod as they do in stock.

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Space Empires Depot | SE:V Balance Mod

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Noumenon's picture

Re: Intelligence - How it works in Balance Mod

Submitted by Noumenon on Tue, 2007-07-17 01:54.

Do they get depleted, like BlueTemplar is saying? If I have 10,000 defense and they have 20,000 offense, and they launch a 10,000 IP project, the chance is
20000/(20000 + (2*10000) +10000) = 40%.
If a second empire launches another project of the same size, my 10,000 points are depleted and the chance is
20000/(20000 + (2*0) + 10000) = 66%.
That would explain a lot of hits.

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Captain Kwok's picture
Mod Designer

Re: Intelligence - How it works in Balance Mod

Submitted by Captain Kwok on Tue, 2007-07-17 10:33.

They are depleted with each attack against your empire - whether it is successful in blocking the attack or not.

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Space Empires Depot | SE:V Balance Mod

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Noumenon's picture

Re: Intelligence - How it works in Balance Mod

Submitted by Noumenon on Mon, 2007-08-06 12:24.

My friend and I are playing a game of multiplayer with BM 1.09 and v1.44. Intel is a scary part of the game. If you wanted to, I think you could do better by ignoring research and building intel facilities on all your planets. You can steal your enemies ships -- his colony ships even, and start planets on his back lines. You can disrupt his trade and make him scrap all his ships to save maintenance.

We're afraid to use intel on each other too much because it works so well, we're afraid the other guy will use it on us. This last turn, I was attacking my friend near his home worlds in a successful campaign. He decided to "push the button" and attack my trade. I was afraid he'd try to steal my invasion fleet out from under me, so I had 140,000 intel on 100% defense. Call it 150,000 with Ethics. He put about 70,000 into Sabotage - Political.

He took out 30% trade routes with two of the major AIs! He cut my trade from over a million resources a turn to 700,000, just by moving a slider, when I had more intel than him and was on 100% defense. By comparison, if he had built enough ships to simultaneously destroy all my planets with resource facilities and all my mining ships, he would have taken about 360,000 resources.

I would go for scorched earth and attack his trade routes next turn, but I'm afraid. If he takes out the rest of my trade routes, I'll have an empire with 180,000 minerals production and 360,000 minerals in maintenance. I think I'll stay on defense until my trade is gone, and then when intelligence is the only working part of my empire I'll start killing his trade and taking his planets. It's sure easier to beat him that way than actually building ships.

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BlueTemplar's picture

Re: Intelligence - How it works in Balance Mod

Submitted by BlueTemplar on Mon, 2007-08-06 14:40.

Yeah, Disrupt Trade can be a VERY powerful project in the late game.
The problem with intel is that you can't direct your research efforts: you have to steal from others. That also means you will always be behind tech-wise.

I've made a post on Intel in 1.09 here:
http://www.spaceempires.net/home/ftopict-2961.html

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Noumenon's picture

Re: Intelligence - How it works in Balance Mod

Submitted by Noumenon on Wed, 2007-08-08 00:13.

He did it to me again the next turn. 60,000 intelligence on the offense against 140,000 on defense and he took away my trade with the Serghetti and the Rijjilhae. According to the formula in your link the odds of that are 50k/520k or 10% for the first attack, 30k/420k or 7% for the second attack, and I presume about the same for the third attack. He can't be that lucky.

This is as though I had twice as many frigates as him but I still couldn't keep him from getting through to my planet, because frigates are "leaky" on defense. I don't like it.

Next turn I told him to keep his intelligence on the same setting and I will try "counter-intelligence." I'll put all 140,000 into the focus area that cancels intelligence projects and see if I can cancel what he's doing to me that way. I'll report back on how it works.

On another note, is there any way to tell what your opponent's morale is so you can tell if the Steal Planet function will work? Long range scanners don't tell morale.

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Captain Kwok's picture
Mod Designer

Re: Intelligence - How it works in Balance Mod

Submitted by Captain Kwok on Wed, 2007-08-08 07:09.

There's an error in the current intel script that is allowing all projects to be executed even if they should fail otherwise. I apologize for this error.

You can try downloading this updated intel script (attached to the first post) to see if it helps:
http://www.spaceempires.net/home/ftopict-2977.html

It also might be helpful if your friend allowed the game to be set back a few turns.

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Space Empires Depot | SE:V Balance Mod

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Myrath's picture

Re: Intelligence - How it works in Balance Mod

Submitted by Myrath on Wed, 2007-08-08 08:24.

Captain Kwok,

Will all these fixes (Intel Fix & AI Fix) be applied to BMOD in PBW??? Especially the Intel bug sounds like a game stopper if the guys at PBW fail to implement that when 1.44/1.09 finally goes live?

~Myrath

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Captain Kwok's picture
Mod Designer

Re: Intelligence - How it works in Balance Mod

Submitted by Captain Kwok on Wed, 2007-08-08 09:31.

I'll make sure Geo is informed of the needed files for PBW.

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Space Empires Depot | SE:V Balance Mod

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Myrath's picture

Re: Intelligence - How it works in Balance Mod

Submitted by Myrath on Wed, 2007-08-08 09:37.

Thanks Sticking out tongue Our game is combat and intel heavy; Quite some players have well over 150K intel points generated. You can imagine the potential consequences when 'all shields fail' Sticking out tongue

~Myrath

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Noumenon's picture

Re: Intelligence - How it works in Balance Mod

Submitted by Noumenon on Wed, 2007-08-08 09:45.

So it was letting everything through? That's really leaky! Kwok, I really appreciate your taking mercy on my plight and going back to look at your code. You don't have to apologize for anything -- I feel like I got to help beta test Balance Mod now. Giving the BM something back.

We don't need to go back in the turns. This is our second game of multiplayer and every turn we are getting burned by things that didn't work the way we assumed. If I could take back the last four turns, I'd be taking back the time I sent my second-biggest fleet to fiery death in a known minefield, headed by four CLOAKED minesweepers, and my friend would be taking back his sensor-sharing treaty with the AI that let me see every single one of his spy ships. The intel thing is just one more bump in the road.

You know, except for the trade treaty breaking, intel was surprisingly survivable considering that nothing was being blocked. We were playing through the ship stealing and the atmosphere bombing and everything else. I wonder if we'll end up modding it back to be somewhat leaky again just to keep things from getting too placid.

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Captain Kwok's picture
Mod Designer

Re: Intelligence - How it works in Balance Mod

Submitted by Captain Kwok on Wed, 2007-08-08 11:22.

It probably didn't seem too overwhelming because it seems most of the focus areas were on big point items and not the small projects like ship bombs etc.

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Space Empires Depot | SE:V Balance Mod

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MondoMage's picture

Re: Intelligence - How it works in Balance Mod

Submitted by MondoMage on Wed, 2007-08-08 15:20.

Captain Kwok wrote:
You can try downloading this updated intel script (attached to the first post) to see if it helps: http://www.spaceempires.net/home/ftopict-2977.html

When to the indicated location, but I can't seem to find the file you mention. Am I overlooking the obvious (again)?

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Captain Kwok's picture
Mod Designer

Re: Intelligence - How it works in Balance Mod

Submitted by Captain Kwok on Wed, 2007-08-08 15:51.

I'm not sure if you have to be registered at Spaceempires.net to see file attachments. However, here is an alternate download location:

http://www.captainkwok.net/files/script_main_intelligence.zip

Extract the file to your Balance Mod's data folder.

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Space Empires Depot | SE:V Balance Mod

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Kamog's picture

Re: Intelligence - How it works in Balance Mod

Submitted by Kamog on Wed, 2007-08-08 17:10.

Thank you, Captain Kwok. Smiling

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BlueTemplar's picture

Re: Intelligence - How it works in Balance Mod

Submitted by BlueTemplar on Thu, 2007-08-09 22:22.

Cloaked minesweepers don't clear mines?

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Re: Intelligence - How it works in Balance Mod

Submitted by Brad on Thu, 2007-08-09 23:51.

They never did so far as I know.

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Captain Kwok's picture
Mod Designer

Re: Intelligence - How it works in Balance Mod

Submitted by Captain Kwok on Fri, 2007-08-10 05:57.

Cloaked minesweepers do not remove mines. It's been that way since SE:IV.

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Space Empires Depot | SE:V Balance Mod

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