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

Intel: Research destruction

Submitted by zemnar on Wed, 2008-01-09 14:19. Space Empires V General

Has anyone seen a problem with intel sabotage and research?

I just got a message stating that "Research Project Destroyed" but I don't see an actual effect from this. My progress indicator for that project seems untouched and I don't think I lost a level or anything.

How should this work? Do you lose only that turn's contribution towards the next level's progress? Or do you lose a full level? Or should it wipe all progress for that research item? Or...what?

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Captain Kwok's picture
Mod Designer

Re: Intel: Research destruction

Submitted by Captain Kwok on Wed, 2008-01-09 14:45.

Is this in a stock game or mod?


Space Empires Depot | SE:V Balance Mod

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Re: Intel: Research destruction

Submitted by zemnar on Wed, 2008-01-09 15:46.

Ah, yes, sorry, meant to mention that. I'm playing with your Balance Mod, v1.11.

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Captain Kwok's picture
Mod Designer

Re: Intel: Research destruction

Submitted by Captain Kwok on Wed, 2008-01-09 16:12.

The project should subtract 5000 to 10000 points from your accumulated research amount in the affected tech area. Depending on your total research amount, you may or may not pick up.

I'll update the log message as well, as it's more of a "disrupt research" than "destroy research" project.


Space Empires Depot | SE:V Balance Mod

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Myrath's picture

Re: Intel: Research destruction

Submitted by Myrath on Thu, 2008-01-10 04:33.

Captain Kwok; isn't 10.000 - 20.000 a rather neglible amount when one gets further into the game? (Several 100K research points p. turn?)

Perhaps it's interesting to upgrade this?
10-20K is even a little when the game is still 'young'

~Myrath

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Captain Kwok's picture
Mod Designer

Re: Intel: Research destruction

Submitted by Captain Kwok on Thu, 2008-01-10 08:33.

The disrupt research project is relatively cheap, so it's likely that multiple successes can occur during a player's turn. That said, perhaps the upper limit could be increased. Sticking out tongue


Space Empires Depot | SE:V Balance Mod

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Re: Intel: Research destruction

Submitted by apw2 on Thu, 2008-01-10 09:36.

I was once earning 3 million research points a turn, is it not possible to make it a % of the players annual points generated?

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TakAhLah's picture
Mod Designer

Re: Intel: Research destruction

Submitted by TakAhLah on Thu, 2008-01-10 10:19.

While those attacks maybe underpowered...I find the disrupt trade intel attack to be rather over powered in that it resets your trade agreement to 0 with just one hit.

Maybe it should reduce your trade agreement by say 5% (to give a mumber) per hit and so would require several intel hits to reduce an old trade agreement to 0.

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Captain Kwok's picture
Mod Designer

Re: Intel: Research destruction

Submitted by Captain Kwok on Thu, 2008-01-10 12:15.

The problem there is that the disrupt trade project works by clearing the treaty time between the two empires. There's no way to manually change the trade percentage or just reduce the treaty time in the scripts.


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TakAhLah's picture
Mod Designer

Re: Intel: Research destruction

Submitted by TakAhLah on Thu, 2008-01-10 13:12.

That's a shame Sad

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Re: Intel: Research destruction

Submitted by zemnar on Thu, 2008-01-10 16:17.

Thanks for answering my question, that helps alot...

I'd be in favor of increasing the upper limit... Essentially you are destroying portions of the research, or all of it if you don't have alot of points coming in. Perhaps instead of changing the heading, just modify the description text to be a little more clear, maybe even saying how many points were lost, if this is possible...

That would eliminate all confusion then...

As a further idead... Anyone ever consider implementing destroying actual tech levels?

That would be interesting and very hurtful, especially in the higher techs that could require millions of points to rebuild to the former tech level...

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