I took a look at the data files to see how easily we could mod intel.
Code: Select all
Name := Sabotage - Ships & Fleets
Description := Intelligence activities directed towards sabotaging ships and fleets.
Picture Number := 1
Portrait Filename := Event_IntelGeneralInfo.jpg
Large Portrait Filename := LargePortrait_Event_IntelGeneralInfo.jpg
Maximum Level := 20
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Sabotage - Ships & Fleets.
Requirement 1 Formula := Get_Empire_Tech_Level("Sabotage - Ships & Fleets") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Intelligence Focus Area Modifier
Ability 1 Description := Intelligence actions with a focus area of Sabotage - Ships & Fleets will be improved by +[%Amount1%]%.
Ability 1 Scope := Galaxy - This Player
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := [%Level%]
Ability 1 Amount 2 Formula := "Sabotage - Ships & Fleets"
I forgot that in SE:V, you don't directly make intel projects, but you assign focus areas. Anybody have any idea what the final line, ability 1 amount 2 formula refers to? I search for that text string and I can't find it. I want more control over exactly what kind of intel projects occur, and this doesn't give me anything. I can't find anything on shrapnel forums or SE:V about exactly how intel works in SE:V or how to mod it.
Anybody have any experience with intel at all?
Apparently there's going to be a "mod manual" released with the next patch.
My vision of a B5 mod goes as follows. A player simultaneously plays two games at once, one critical, the other optional. The first is the general explore, expand, exploit, exterminate.
The second game will be ferrying around perfect cloak civilian ships which generate intel points and building a diplomatic station which generates a shitload of intel points to spy on another player's civilian ships. The only way to deal with cloaked ships is mines. A player could completely ignore this civilian part of the game, but a good player would have 1 civilian ship at least per system, spying, and possibly more. The only way to detect them would be if they "decloaked" blowing their own cover, or if another empire bans civilian ships which is effectively not giving minefield codes away. Civilian ships would have no combat ability--they wouldn't even be able to ram, and a single warship could destroy any arbitrary amount if a player was stupid enough to "decloak" for no reason at all. The diplomatic station would probably be the only thing able to detect these civilian ships, and be invincible. Generally it would be in someone's best interest to place the diplomatic station far out in no-man's land, to monitor civilian ship movements, rather than in their home systems. This is the best way I've thought up of having a "meta-game" totally separate from the 4x part which would be interesting for RPers but not totally crucial.
Military ships would be built with 1 resource, civilian ships with another resource, and heroes another. Your first, tier 0 hero, would be some kind of orbital space yard generating intel points. This orbital space yard would be special--it couldn't build military ships, but only build civilian ships. That way if you want to build civilian ships, it doesn't tie up your real military yards. As you advance and research better heroes, the heroes being better kinds of diplomatic stations, you'd get diplomatic stations generating more intel points, and yards building civilian ships much faster. Now one problem is why would a person want to cripple his military research and put points into this metagame when the metagame doesn't seem to do anything. I may make research costs for heroes and civilian shit nothing. Perhaps if you build more civilian ships, they generate more of the civilian resource, and that would act as the buffer. Later in the game, you could build diplomatic stations more and more advanced as you built more and more civilian ships.
Meanwhile, the real part of the game, the 4x part, goes relatively unmolested by this metagame. A player could ignore all this RP business, and suffer a small weakness in that he doesn't have perfect scouts everywhere. Depending on how good intel is, you might be forced to do this civilian business, but I dont' know how good it is yet or how much control we'll have.