Intelligence - How it works in Balance Mod |

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.

Re: Intelligence - How it works in Balance Mod
Is there anyway to see how many "unused" accumulated IPs you currently have?

Re: Intelligence - How it works in Balance Mod
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.

Re: Intelligence - How it works in Balance Mod
Intel points do not accumulated in the Balance Mod as they do in stock.
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Re: Intelligence - How it works in Balance Mod
They are depleted with each attack against your empire - whether it is successful in blocking the attack or not.
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Re: Intelligence - How it works in Balance Mod
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

Re: Intelligence - How it works in Balance Mod
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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Re: Intelligence - How it works in Balance Mod
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

Re: Intelligence - How it works in Balance Mod
I'll make sure Geo is informed of the needed files for PBW.
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Re: Intelligence - How it works in Balance Mod
Thanks
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' 
~Myrath

Re: Intelligence - How it works in Balance Mod
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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Re: Intelligence - How it works in Balance Mod
When to the indicated location, but I can't seem to find the file you mention. Am I overlooking the obvious (again)?

Re: Intelligence - How it works in Balance Mod
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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Re: Intelligence - How it works in Balance Mod
Thank you, Captain Kwok. 

Re: Intelligence - How it works in Balance Mod
Cloaked minesweepers don't clear mines?
Re: Intelligence - How it works in Balance Mod
They never did so far as I know.

Re: Intelligence - How it works in Balance Mod
Cloaked minesweepers do not remove mines. It's been that way since SE:IV.
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Re: Intelligence - How it works in Balance Mod
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.