Zombo wrote:
For both human opponent's in MP to have an air-range of 3? I'll gladly take it, thank you (and zeps 4)
Do both opponents need to replace the file or just the hosting player?
No need to to replace anything: test game proved that AI is capable of handling LOS & RANGE 3 fighters alright.
Zeps will have LOS 8 and range 16 to be able to give anti-minefield escort and bomb London from Wilhelmshaven.
Zombo wrote:BTW, could you explain briefly how the intel game works? what does the intel 0 mean? what are the implications of cypher broken, what does cypher unknown mean in game terms, etc? thanks
Of course, good thing I already did so in the starting post. Here's a more elaborate explanation:
NFLUENCE will bring the targeted neutral nation closer to your alliance with a % chance of the number of INFLUENCE points spent.
If your enemy has also spent INFLUENCE on the target nation, then your chance to influence that nation might be reduced or canceled if the enemy has spent more INFLUENCE.
You will gain bonus diplo points if your alliance has spent the most overall INFLUENCE spread across all neutrals.
Also the results of any successful INFLUENCE attempt will be greater if you have spread more total INFLUENCE across all neutrals.
INTEL will raise your chance to perform spy/sabotage missions on enemy nations with a % chance of INTEL points spent IF your alliance has
SIGINT superiority ("enemy code broken").
Else "cipher unknown" will be displayed.
If the enemy has broken your own code then "cipher broken" will be displayed.
Else "cipher is safe" will be displayed.
You will gain bonus diplo points if your alliance has spent the most overall INTEL.
SIGINT superiority is out of your direct control but is heavily modified by the amount of INTEL points you have sunk into the target nation.
To be precise: INTEL values from both alliances are tested with D100. If your alliance's test is successful and the enemy's is not, you gain 1 SIGINT point.
If you have spent more total INTEL across all the neutrals you will have a chance to gain bonus SIGINT.
The side with the higher SIGINT value over any given enemy nation will be able to trigger spy/sabotage missions on the enemy nation like described above with a % chance equalling the number of INTEL points spent on that nation.
Protect your own nations from enemy INTEL by clicking on
COUNTER-INTEL.
Don't expect wonders from
INTEL but the occasional boost like stealing some tech, industrial sabotage, immunity from minefields, showing enemy units and giving short-lived but substantial combat bonuses. It will also unlock special "spy" events to cancel enemy events or boost your own diplo points.
Zombo wrote:also, I tried "influence" on Sweden twice in a row, but the gauge did not move. Is it a possible result? is the result implemented next turn?
Can't reproduce. Works alright here with both CP and Entente. Savegame please.