Intel

Intel (mechanisms and bugfixes); support/discussion/questions

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Intel

Post by Spocks-cuddly-tribble » Mon Nov 28, 2011 2:59 pm

This article is dedicated to Gowron since it solves the last unanswered mystery on his list:
Gowron wrote:1. How does intel work, exactly?

2. How does the game determine the outcome of an invasion attempt? (click)

3. How does the game determine which empire may claim which sector? (click)

4. How is the actual impact of a Shield Generator calculated (given its output value)? (click)

5. How are the score and the powergraph generated at the end of the game? (click)
Thus, as a 'homage' to Gowron's posts, the topic is divided in different sections: the explanation on how intel works, bugfixes and the technical stuff. :wink:




:arrow: 1. The Intricate Paths of Intel (descriptive section)


First of all, let's cover the details of the intel management screen and what they represent.


Area sliders for Security; Espionage and Sabotage for up to 4 opponents:
  • area stockpile (+area output after bonuses each turn) for attack frequency (unless security)
  • last 20 turn area outputs after bonuses for attack/defense success chance
  • building bonus bug => bonuses read all sliders = 100% (unless 0%)
Department buttons for General, Economy, Science and Military for up to 4 opponents:
  • select department odds (range 1-30) if button +2 per turn (all other -2/turn,"general" +2 all)
  • semi-implemented feature without own output or stockpile points
  • building bonuses broken (see Economic Intel)
How intel works: (exactly :wink: )


1.1 Attack frequency

Each turn there can be up to 1 attack per intel area i.e. 8 attacks max. [(espionage+sabotage) * 4 opponents], but due to the 'blame' attack-delay, the theoretical maximum is 16.

Area stockpile points (increased by the area output after bonuses each turn, reset to 0 after attacks) are one of the main factors of attack frequency. An area slider set to zero percent will cause a stockpile decay of [total intel output * 0.02 ; minimum value is 0].

The attack threshold (vs. the area stockpile points) is calculated that way:

1+[last area attack turnNumber]% * espionage/sabotage base delay [intelInfo+4/+18] * treaty label modifier [intelInfo+4C]%

No attack this turn if stockpile points lower than attack threshold (not to confuse with nothing happens due to a failure, cf. #1.2).

Since the Ultimate Editor already features editing of intel.bin, the attack frequency easily can be adjusted regardless of the intel strenght. Looking at the intel.bin defaults we notice that:
  • the espionage base delay is lower than sabotage base delay (it's reasonable)
  • the attack threshold increases with the difficulty level i.e. on simple ~3* more attacks than on impossible (Bug! should depend on starting era; so next multiplayer if you're card/rom and the opponents fed/kling suggest "simple" and they will cry :wink: )
  • e.g. romulan values are better than the cardassian's
  • using [empsInfo+110h] treaty-label is quite imprecise (peace means here all non-alliance treaties)
Side note: Drastically increasing the "peace" value could prevent e.g. the card AI from attacking their treaty partners, but that would be a bad workaround. Besides that, this out-of-control misbehavior seems to be a consequential damage of the area bonus bug (explanation below).


1.2 Success chance of intel attacks

The result of intel attack attempts depends on
  • Random value with a range of 0-99
  • Security vs. attack-strength calculation (result range -50 to +50)
  • Computer tech level of attacker minus defender
  • AI vs. player attack/defense bonuses (on "Hard" & "Impossible" only)
Security vs. attack-strength calculation:

[last 20 turns espionage + sabotage area outputs vs enemy /20]
-divided by-
[(last 20 turns security outputs /20) + (security stockpile * 0.02)] * [intel.bin+30h] security morale modifier%

Turn output of zero percent sliders/areas = [total intel output * -0.02 ; 0 for unknown opponents]

Security Stockpile = ([old stockpile * turn number] + current security output) / (turn number+1); min 0

AI Security Output Bonus: (unused)
For difficulty levels 1-5: 0/ 0.5/ 1/ 2/ 3 * edifice.bst output of the first found and available building with group ID 0x17 (not given, maybe should be output ID i.e. computer tech?) in the own tech database * systems held

Result after the attack/security strength division (3 cases):
  • if 1 (equal) = 0
  • if greater 1 (attacker stronger) = [result -1] * 15 ; max 50
  • if lower 1 (security stronger) = [-1/result +1] * 15 ; min -50
    => effect-limit at the ratio of 4 + 1/3 to 1
AI vs. player bonuses on difficulty level 4 & [5]:
  • Attack = systems held [*2.5], max bonus 15 [25]
  • Defense = lower amount of (atk result *0.5 [*0.7], min15 [25]) or systems held [*2.5]
Final result can be: 0-4 [success], -1 [failure/nothing happens], 5-9 [fiasco -> possible diplomatic consequences]

Due to a bug, the chance to blame an other empire is always ~30% i.e. for success values 0-4.


Let's get this straight:
  • Security effectiveness exceeds the attacker's by +0.02 * stockpile (+/- the morale modifier). This is reasonable, since security must be stronger in order to be effective. Also the security strength is not affected by the (up to 7!) attacks defended earlier that turn.
  • Unlike the frequency, the attack value also utilizes outputs of the area-counterparts i.e. sabotage attacks benefit from espionage output and vice versa! This means also e.g. espionage 0% reduces the sabotage attack base value (-2% of intel total output, see above), and it doubles the effect of the area bonus bug if buildings do affect both areas.
  • Less attack messages are not always inferior, since failure(nothing happens) is a better result than a fiasco report.
The Always-100% Area-Bonus Bug (unless area slider = 0%)

If one has e.g. the Betazoid +50% security bonus and the security slider is set to 40% then the security output should be 60% of total intel output [40% +(50% of 40%)]. But due to a calculation error it's in fact 90% [40% +(50% of 100%)]. This unbalances the whole intel mechanism with disastrous ramifications. A simplified example using vanilla, T8, turn1 maximum intel total outputs:

Maximum 'for-free' attack strength vs. enemy security: (the 'activating' 1%+ per area go extra)
  • Card 30%(intel total)*2 of 2362 = 1417 (vs. up to 4 opponents = +240%, including espionage attacks even +480%)
  • Rom 25%(general intelligence)*2 of 3031 = 1515
Maximum 'for-free' area stockpile bonus for attack frequency: (plus the activating 1%+)
  • Card 30%(intel total) of 2362 = +708 per turn
  • Rom 25%(general intelligence) of 3031 = +757 per turn
Remember one needs at least 1% per area to prevent stockpile decay resp. -2% intel total outputs. This could explain the AI-attacks-ally issue i.e. some left 'just in case' % go out of control due to the bug. Also of course, the bug literally enforces abusing unwanted area bonuses (e.g. Bolian +50% espionage), via 1% allocations, to increase attack strength of the desired area-counterpart i.e. sabotage.


1.3 Department selection

To determine the department actually used, a random value with a range of 0 - [(sum of all 4 department training values) -1] gets created. Then BotF cumulates the training values (in order of department IDs: 0-general, 1-economy, 2-science, 3-military) and selects the last added department, once the random value is lower than this result.

For unknown opponents the current department training status (range 1-30) can be calculated according to [turn number * 2] -1 i.e. on turn 16 all departments have reached max value 30. This is due to 'general' being default setting and the 'general' works for all feature (see above).

Conclusion:
  • the favored department button should be always set after first contact (intension to use intel doesn't matter, just in case...)
1.4 Intel events

There's yet no in-depth analysis of all intel events, but as an example, the destroyed/stolen credits reach up to 40% of credits total (a bit overdone), with an extra AI protection on difficulty level 3+ of amount / [difficulty level -1].




:arrow: 2. Bug-Fixes (sorted by priority)


2.1 Always-100% Intel-Area-Bonus Bug-fix

Code: Select all

trek.exe at 0x7D4A8 new code 0x11 bytes:

83 C0 64 89 6C 24 04 89 04 24 DF 2C 24 DE CA DE C9

asm changes:
0047E0A8     83C0 64       ADD EAX,64 // base bonus level 100%

0047E0B7     DEC9          FMULP ST(1),ST // area output * bonus level
2.2 Attack frequency difficulty level bias-fix

The using of empire starting era corrects the bias (fixes mainly too little intel action during low-tech eras).

Code: Select all

trek.exe at 0x7D9EB new code 0x17 bytes:

89 44 24 70 0F B6 83 2C 2B 5A 00 69 DB 1C 2C 00 00 DB 44 24 70 D8 C9

asm changes: (aside of 47E5EF just position changes)

0047E5EB     894424 70         MOV [ESP+70], EAX
0047E5EF     0FB683 2C2B5A00   MOVZX EAX, BYTE [EBX+5A2B2C] // empire starting era
0047E5F6     69DB 1C2C0000     IMUL EBX, 2C1C
0047E5FC     DB4424 70         FILD DWORD [ESP+70]
0047E600     D8C9              FMUL ST, ST(1)
2.3 Intel department bonuses fix (Economic-, Scientific- & Military Intel)

Following code increases the attack strength of the departments, not attack frequency or select department odds!

Code: Select all

trek.exe at 0x7C6E2 new code 0x114 bytes:

89 54 24 78 8B 35 54 4D 5C 00 85 F6 74 16 0F B6 84 24 BC 00 00 00 69 C0 BC 01 00 00 0F B7 B4 70 9C 1B 5B 00 83 C6 64 0F B6 94 24 B8 00 00 00 69 DA 1C 2C 00 00 69 C2 BC 01 00 00 90 05 98 1A 5B 00 8B 80 B6 00 00 00 C1 F8 10 81 C3 EC 3A 5A 00 83 C0 04 31 D2 66 89 84 24 B0 00 00 00 89 D8 8D 4B 50 03 90 AC 00 00 00 83 C0 04 90 90 39 C8 75 F1 B9 14 00 00 00 89 D0 C1 FA 1F F7 F9 DB 83 A8 00 00 00 DC 0D 44 BD 57 00 89 84 24 A8 00 00 00 DB 84 24 A8 00 00 00 8B 84 24 AE 00 00 00 DE C1 C1 F8 10 E8 4A 03 0A 00 DB 9C 24 9C 00 00 00 DB 44 83 2C 8B 84 24 9C 00 00 00 DC 0D 4C BD 57 00 89 84 24 A8 00 00 00 DB 84 24 A8 00 00 00 DE C9 E8 1D 03 0A 00 DB 9C 24 9C 00 00 00 83 BC 24 9C 00 00 00 00 0F 8E 43 03 00 00 DB 44 24 78 89 74 24 78 DB 44 24 78 DE C9 DC 0D 64 AC 57 00 E8 EF 02 0A 00 DB 84 24 9C 00 00 00 90 90 90 90 90 90 90 90 90 90

code changes:

0047D2E2   895424 78           MOV [ESP+78], EDX   // attack value
0047D2E6   8B35 544D5C00       MOV ESI, [5C4D54]   // department 0-3
0047D2EC   85F6                TEST ESI, ESI   // if general...
0047D2EE   74 16               JE SHORT 47D306   // ...skip bonus check
0047D2F0   0FB68424 BC000000   MOVZX EAX, BYTE [ESP+BC]  // attacker ID
0047D2F8   69C0 BC010000       IMUL EAX,EAX,1BC  // empsInfo block
0047D2FE   0FB7B470 9C1B5B00   MOVZX ESI, WORD [EAX+ESI*2+5B1B9C] // department bonus
0047D306   83C6 64             ADD ESI, 64 // add nominal level 100%
0047D309   0FB69424 B8000000   MOVZX EDX, BYTE [ESP+B8]  // defender ID
0047D311   69DA 1C2C0000       IMUL EBX,EDX,2C1C  // intelInfo block
0047D317   69C2 BC010000       IMUL EAX,EDX,1BC  // empsInfo block
0047D31D   90                  NOP

0047D344   0390 AC000000   ADD EDX, [EAX+AC]  // security output

0047D34D   9090            NOP

0047D3CC   DB4424 78        FILD DWORD [ESP+78]  // load attack value
0047D3D0   897424 78          MOV [ESP+78], ESI  // 100 + department bonus%
0047D3D4   DB4424 78          FILD DWORD [ESP+78]  // load bonus factor
0047D3D8   DEC9               FMULP ST(1), ST  //  attack value * bonus factor
0047D3DA   DC0D 64AC5700      FMUL QWORD [57AC64] // * 0.0005 (share system attack multiplier at 0x17A864)
0047D3E0   E8 EF020A00        CALL 51D6D4  // round down
0047D3E5   DB8424 9C000000    FILD DWORD [ESP+9C]  // load security value
0047D3EC-47D3F5   90          NOP
At 47D2FE load [(empsInfo/5B1A98+104h = 5B1B9C) + department ID * 2] department bonus i.e. [empsInfo+] 106=Economic-, 108=Scientific- & 10A=Military Intel

Note: Scientific- & Military Intel still must be unlocked in the systInfo code, but this will go into another topic that will feature fixes for many building output bugs & broken output types:
:arrow: viewtopic.php?f=4&t=2317


2.4 Chance to Blame Others Always 30% Bug-fix

Code: Select all

trek.exe at 0x7CDFA new code 0x1D bytes:

7D 20 90 90 90 90 83 FA 28 7D 17 90 90 90 90 83 FA 32 7D 0E 90 90 90 90 83 FA 3C 7D 05

asm changes:

0047D9FA     7D 20     JGE SHORT 47DA1C   // 70% fix
0047D9FC     90909090  NOP

0047DA03     7D 17     JGE SHORT 47DA1C   // 60% fix
0047DA05     90909090  NOP

0047DA0C     7D 0E     JGE SHORT 47DA1C   // 50% fix
0047DA0E     90909090  NOP

0047DA15     7D 05     JGE SHORT 47DA1C   // 40% fix
2.5 Intel event-bugs/issues:

- Steal / destroy up to 40% of credits total workaround example:

Code: Select all

Credits total % jump tables:
for steal Credits - 4805B0
00480612     C1E8 02   SHR EAX, 2 // divide stolen credits by 2^2 (= 4)
00480615     9090      NOP
for destroy Credits - 4803A0
00480409     D1E8      SHR EAX, 1  // divide destroyed credits by 2
- Deleted intel reports still in report-list workaround (crash if clicked on)

This option will always delete all reports. Fixing sub_4877A0 would be more elegant, but I doubt it's worth the effort.

Code: Select all

004877C8     8BC2         MOV EAX, EDX // i.e. at 0x86BC8 change 39 D0 -> 8B C2
- Stolen Ships Crew Experience Bug-fix


2.6 Skip General Department Trains All Feature (no bug-fix and not recommended)

Code: Select all

0047DFF2         jnz     loc_47E15D // jnz -> jmp  0x7D3F2 set 0F 85 to 90 E9

:arrow: 3. Structure of sub_47F7D0 - IntelProcessTurn (in order of processing)

3.1 sub_47FC10 -> past turn 'blame' attacks (+ maybe the AI complaints / comments)

3.2 sub_47DF60 -> Update intel area output values, stockpile points & department odds (-> sub_47D074 AI security bonus)

3.3 loc_47F855: -> area attack loop (espionage / sabotage vs. 4 opponents)

3.3.1 sub_47DDC0 -> Attack frequency

3.3.2 sub_47D150 -> Get department (random)

3.3.4 sub_47D1D0 -> Attack success calculation (AI bonus: attack 47D48B, defense 47D524)

3.3.5 sub_ 47D9B4 -> Chance to blame an other empire

3.3.6 Area/department-events & fiasco-results

0047F7C0 = department switch table for events:

0-general -> sub_482020
1-economy -> sub_480DB0
2-science -> sub_484FB0
3-military -> sub_4840A0

sub_4820C4 fiasco results 5-9 (& effects on AI diplomacy?)

3.4 sub_47E2D0 -> Update intel empire status screen with espionage results (+ally data)


Not connected to sub_47DDC0, but related: sub_47E710 -> AI_empsInfo_Intel_bonuses_for? (not yet analysed)
Last edited by Spocks-cuddly-tribble on Wed Jan 27, 2016 12:13 pm, edited 2 times in total.
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Re: Intel (mechanisms and bugfixes)

Post by Flocke » Mon Nov 28, 2011 5:18 pm

just managed to finish reading this phantastic huge article :o
AWESOME :!: :!:

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Re: Intel (mechanisms and bugfixes)

Post by Peter1981 » Mon Nov 28, 2011 6:21 pm

This artical/Post by SCT deservse at least one award! (I wish i didn't have to clutter it up with this comment.)

Honour and respect to you SCT for your hard work and dedication.

or put another way thank-you very much

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Re: Intel (mechanisms and bugfixes)

Post by gentle » Tue Nov 29, 2011 7:53 am

The Dominion wish to thank you for this article. The shape-shifters will begin new trainings at once. :twisted:

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Re: Intel (mechanisms and bugfixes)

Post by KrazeeXXL » Fri Dec 02, 2011 3:57 am

You topped yourself once again.

This great article will take some time to assimilate :!:

p.s.:

Spocks-cuddly-tribble, I think Gowron would be very proud.

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Re: Intel (mechanisms and bugfixes)

Post by Flocke » Fri Dec 02, 2011 5:49 am

KrazeeXXL wrote:Spocks-cuddly-tribble, I think Gowron would be very proud.
Yes, big tribute to him, as we'll probably never see him again. :(

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Re: Intel (mechanisms and bugfixes)

Post by xDx » Fri Dec 02, 2011 8:55 am

SCT wrote:
Thus, as a 'homage' to Gowron's posts, the topic is divided in different sections: the explanation on how intel works, bugfixes and the technical stuff. :wink:

*doing the happy dance* :lol: This will take me a little while to read through but once properly deciphered and working with DCER's addition in UE will make an excellent addition for sneaky Dominion in UDM4
Flocke wrote:
Yes, big tribute to him, as we'll probably never see him again. :(

*doing the sad dance* I hope nothing bad has happened to him in the real world. :(
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Re: Intel

Post by EnPhreg » Sun Nov 27, 2016 7:00 am

Spocks-cuddly-tribble wrote:

@ 2.3 Intel department bonuses fix (Economic-, Scientific- & Military Intel)

Code description:
0047D3DA DC0D 64AC5700 FMUL QWORD [57AC64] // * 0.0005 (share system attack multiplier at 0x17A864)
the wrong address is stated. the correct address for the multiplier is 0x178A64 (but this is only for correct/complete information, the code itself is correct).


a question about the department bonus:
@ 2.3 Intel department bonuses fix (Economic-, Scientific- & Military Intel)

code description:
0047D2E2 895424 78 MOV [ESP+78], EDX // attack value
0047D2E6 8B35 544D5C00 MOV ESI, [5C4D54] // department 0-3
0047D2EC 85F6 TEST ESI, ESI // if general...
0047D2EE 74 16 JE SHORT 47D306 // ...skip bonus check
i'm right in my assumption that the % bonus for a specific department is only applied to the intel attack strength calculation, when a department is choosen directly and not only selected randomly through the general "department/button" assignment process?

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Re: Intel

Post by EnPhreg » Sun Sep 30, 2018 8:42 am

Spocks-cuddly-tribble wrote:
Mon Nov 28, 2011 2:59 pm
The attack threshold (vs. the area stockpile points) is calculated that way:

1+[last area attack turnNumber]% * espionage/sabotage base delay [intelInfo+4/+18] * treaty label modifier [intelInfo+4C]%

No attack this turn if stockpile points lower than attack threshold (not to confuse with nothing happens due to a failure, cf. #1.2).
this formula for the threshold seems not to be completely correct.
while testing it, it shows that also the target empire multiplier affects definitely the calculation.
also the taken last area attack turnNumber seems to be a little bit less than expected.
(1 + ([last area attack turnNumber]% - 2)) * espionage/sabotage base delay * [empire lable modifier]% * [treaty label modifier]% * [difficulty label modifier]%
i don't know, why the turn number is a little bit less than expected. the best way to match the results in the game was to subtract 2 from the actual last area attack turnNumber. but i don't know if this is really the reason or if there's another small factor or if it's just an inaccuracy by BotF through rounding during the calculation.

so, also in the Ultimate Editor at the screen for the intel multipliers this formula is stated completely incorrect.
Ultimate Editor: 1 + [last area attack turnNumber] * [espionage/sabotage base delay]% * [treaty label modifier]%
old "correct" : (1 + [last area attack turnNumber]%) * espionage/sabotage base delay * [treaty label modifier]% * [difficulty label modifier]%
new correct : (1 + ([last area attack turnNumber]% - 2)) * espionage/sabotage base delay * [empire lable modifier]% * [treaty label modifier]% * [difficulty label modifier]%

[difficulty label modifier]%
with the fix 2.2 Attack frequency difficulty level bias-fix the label difficulty changes to label starting era

a question for SCT and his 2.2 Attack frequency difficulty level bias-fix:
stays the starting era label modifier the whole game at the same value?
means, increases the modifier with increasing tech level during the game or stays the modifier all the time at the same level?
maybe the best would be, if the modifier updates to the next value within a game, if the next "starting era" (respectively corresponding tech level) is reached by all majors. so for example, if all majors reach tech level 3 within a game, the modifier should update to the value for starting era 3.

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Re: Intel

Post by Spocks-cuddly-tribble » Sun Sep 30, 2018 11:26 am

1.) Departments cannot be chosen directly, but just by random choice. The buttons just affect the odds i.e. the currently selected button doesn't affect the bonus, only the selected random result matters i.e. the department.

2.) Attack threshold is based on intel.bin (stbof.res) see links, espionage/sabotage base delay is an intermediate result stored in intelinfo (savegame file), the base calculation can be found in the intel.bin link.

3.) IIRC at some points there is an internal turn deviation of two turns (see AI & difficulty level) but this connection is just a guess.

4.) Attack frequency difficulty level bias-fix uses the starting era, which doesn't change (like your birth date), but the turn number part should do the trick in the calculation. :wink:
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Re: Intel

Post by EnPhreg » Tue Oct 02, 2018 2:20 pm

Spocks-cuddly-tribble wrote:
Sun Sep 30, 2018 11:26 am
1.) Departments cannot be chosen directly, but just by random choice. The buttons just affect the odds i.e. the currently selected button doesn't affect the bonus, only the selected random result matters i.e. the department.

2.) Attack threshold is based on intel.bin (stbof.res) see links, espionage/sabotage base delay is an intermediate result stored in intelinfo (savegame file), the base calculation can be found in the intel.bin link.

3.) IIRC at some points there is an internal turn deviation of two turns (see AI & difficulty level) but this connection is just a guess.

4.) Attack frequency difficulty level bias-fix uses the starting era, which doesn't change (like your birth date), but the turn number part should do the trick in the calculation. :wink:
1.) yes that's right, two years ago i overlooked this. ok, thanks for clarification.

2.) ok, i didn't understand what you try to say to me with this information. i posted the information here, because i proofed it in the game. and that were the results. so i posted it here only for completeness. the uncomplete formula was a little bit confusing for me at the first moment. in the intel.bin post the empire label is also mentioned, right, but in the Ultimate Editor that modifier and another one is missing within the calculation down below the multiplier lists. but that's not so important. only good to know.

3.) yes, that could be the solution. i also observed that deviation. but this little deviation isn't game relevant.

4.) yes, i already worked with the turn number, but at first sight, it seemed not dynamic enough, but at the moment it seems to work fine. also i wanted to know if the era modifier changes through game or not, for my correct calculations. ok, that question is also clarified. thanks

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Re: Intel

Post by EnPhreg » Tue Oct 02, 2018 2:23 pm

Spocks-cuddly-tribble wrote:
Mon Nov 28, 2011 2:59 pm
1.2 Success chance of intel attacks

The result of intel attack attempts depends on
  • Random value with a range of 0-99
  • Security vs. attack-strength calculation (result range -50 to +50)
  • Computer tech level of attacker minus defender
  • AI vs. player attack/defense bonuses (on "Hard" & "Impossible" only)
i also have a question about that unspecific random value (0-99).
in which part of the calculation it become active?
and for what stands the value? percent? points?
are there any kind of information what it does?
greetings

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