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Home » news » forums » Space Empires V » Space Empires V General

Intelligence Projects

Submitted by Zarsynn on Mon, 2007-11-26 16:36. Space Empires V General

Anyone know of any way to make the intel projects a bit more specific? That is, Right now they're clumped together with random actions on a successful intel 'chance' against a given empire. I'd love to mod the intel to be a bit more specific- so instead of colonies defecting randomly if you have the sabotage it's lumped in with, one could target that specifically- or research sabotage, or intel sabotage, resources, etc.

I feel they're too general right now, and it's more 'Pot Luck'- you never know exactly what you're going to get! Or even teh same thing 2 or 3 times!

I see some of the projects in the intel.txt files in Data, but some of the info (my hunch) is hard coded. What can be changed?

Suggestions?

-Z

‹ How to get my ships to actually hold position. What are your typical AI turn times? ›
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BlueTemplar's picture

Re: Intelligence Projects

Submitted by BlueTemplar on Mon, 2007-11-26 22:46.

Yes, would it be that hard to, maybe not to be bleto choose specific targets, but at least separate all the intel projects?


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Re: Intelligence Projects

Submitted by Alpedar on Tue, 2007-11-27 09:41.

But then for balance sake, make it LESS efficient (and for lore sake too: if you say to your spies: "Harm that alien scum as hard as you can", then they can go for every oportunity, if you say them: "Acquire some techs from that alien scum", then they must skip oportunity to bribe bad payed ship captain and must go for techs).

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Re: Intelligence Projects

Submitted by Zarsynn on Tue, 2007-11-27 16:45.

I plan on digging in to this tonight when I get some time.

As to effeciency: there is a setting in Setting.txt that indcates success or failure based solely on points spent: currently it is 120%-

IE- you'll succeed if your int points spent vs an empire defense is 120% more than what they've allocated remaining to defense. At least, that's the way I think it works.

I'm not sure we have the flexibility to do otherwise with a x>y for success, but I haven't really looked into the int.txt files in 'DATA' files yet.
-Z

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Psieye's picture

Re: Intelligence Projects

Submitted by Psieye on Tue, 2007-11-27 22:44.

Well, things like "leaky intel defence" and such have already been implemented, e.g. in BM (and I think in GidMod too). Question is whether we can separate the intel projects into more specific roles - under what conditions they are considered successful is something we're experienced in modding.

---Sig---
Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE

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Re: Intelligence Projects

Submitted by Zarsynn on Wed, 2007-11-28 16:22.

OK- So I looked a bit further into the INT:

Good news is that I see on the main Intel script where everything is listed and how it kinda fits together.

The bad news is that I have NO idea as to what I'm really looking at, even with the compiler MM provided. there are lots of things I'm a bit reluctant to do since my programming skills, with what looks like C, are rudimentary at best. Not saying I won't take a crack at it, (after backing up the files Eye-wink ) only that it will take me MUCH longer than simply editing the txt files like if one were to add components etc as I had hoped.

-Z

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