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Accueil » news » forums » Space Empires V » Space Empires V General

Intel - what are the formulae?

Image de Psieye
Soumis par Psieye le Jeu, 2006-12-07 15:27 Space Empires V General

I noticed that I needed a ludicrously higher amount of Intel spent to break through enemy defensive Intel. I only succeeded when I brought it to 80k vs 600 in my case.

7~8 Intel projects are attempted each turn - is this number fixed or is it changed depending on how much is spent? For each attempt, how is the probability of success calculated?

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Image de Thy Reaper
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A bug, perhaps

Soumis par Thy Reaper le Jeu, 2006-12-07 16:14

First, a dumb question: You did set expenditure to a decent percentage, right? I would expect you did, but I've seen several people ask for assistance in some odd situations that only missed a button, or a setting, etc.

While I was looking through Settings.txt recently (IIRC) I noticed a defensive modifier for intelligence, set at 120. It was referred to as a percent bonus, so that 600 should be worth 720, but it may be multiplying by 120 for the A.I. rather than 1.2, making that puny 600 into 72,000. If you could only begin surpassing the A.I.'s defense at 80,000, than this number seems appropriate.

I haven't managed to get a good game going in 1.17 because of an apparent memory leak, but back in 1.13, I was able to defeat any intelligence with a reasonable amount spent. So I would've beaten that 600 with my 1,000 expenditure, and did so on a regular basis. With a 30k lead I was able to bring entire empires to their knees in a single turn.

As to the attempt count, I believe Kwok once said that most intelligence projects only cost a few thousand to perform, so you should be making more than 10 attempts per turn. It may also be that there are a few larger projects that occur first, so you don't get spammed with a massive number of int. project reports.

-----
Give me atmopshperic manipulation cannons, or give me death!

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Image de Psieye

Hmm... Settings.txt for Intel...

Soumis par Psieye le Jeu, 2006-12-07 16:33

Yeah, I'm using 90% of 90k Intel points. 120 as opposed to 1.2 times certainly does seem a possible cause - we'd need further testing or an input from Aaron on this.

Assuming it's a few thousand points per intel project and this x120 typo is real, then I'm currently pulling off 6 or so projects for some 18k difference in my offense vs their defence... Again, I need to try smacking some other empire with my Intel after this current one is dead I guess (won't be many turns, but each turn takes ages).

Actually... *goes to edit Settings.txt and see if he gets 100 times more Intel projects pulled off*

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Image de Psieye

Brief Update on Intel

Soumis par Psieye le Jeu, 2006-12-07 17:45

I get an error message when putting a floating number (1.2) into the Intel Defence Modifier value, suggesting this isn't wrong. Hmm... I know that I have High Comp Bonus meaning they get 5 times more points than normal in everything. That still doesn't explain how they could block some 70k Intel expenditure on them with a few thousand Intel for a long time.

With this enemy nearly dying, I'm still only doing 6~8 intel projects on them per turn. I guess that's a matter of keeping things from getting out of hand, but I'd like to know if you can reduce the number of projects attempted to improve chances of getting even one to succeed per turn.

Edit: Ok, on that 0 Intel enemy I've just pulled off 13 Sabotage Ship projects. Dah, with turns this slow I can't tell when I destroyed their last intel facility.

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