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Thread: Has anyone disabled spies opening gates during seiges yet?

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  1. #1

    Default Has anyone disabled spies opening gates during seiges yet?

    I'm just curious about this, but has anyone been able to disable spies opening gates during seiges? I've always felt it was a tad unrealistic that one man could undermine an army garrisoning a settlement/castle by opening any gate the invaders walked thru. Is there a value that can be adjusted in the data folder to make this occurence extremely rare at least?

  2. #2
    nopasties's Avatar Campidoctor
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    Default Re: Has anyone disabled spies opening gates during seiges yet?

    ask in mod workshop, casear clivus will probably move this there soon anyways

  3. #3
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Has anyone disabled spies opening gates during seiges yet?

    Indeed I will

    General modding questions are best asked in the Mod Workshop. Many more modders hang out there than here.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  4. #4

    Default Re: Has anyone disabled spies opening gates during seiges yet?

    ah, sry fellas

    won't happen again. I'm still a bit new to this place

  5. #5

    Default Re: Has anyone disabled spies opening gates during seiges yet?

    Well many times in history sieges did end when a spy was able to open the gates but it was usually done by bribing the commanders of one of the gates with both cash and the promise of safety after the city was captured. So it would be better if it could be modded to cost money...

  6. #6

    Default Re: Has anyone disabled spies opening gates during seiges yet?

    i think a cost of florins before the battle in order to open the gates seems reasonable.

    however, i use quite a few agents in my campaign games and i find that i often rely on spies for successful seiges in the early period (i still use towers and ladders occasionally but i'd prefer to be inside the walls sooner). If it's possible, i'd like to lower or omit the chance of a spy opening gates simply to increase the difficulty of my games...a walking watchtower that incites unrest in settlements is still useful!

  7. #7

    Default Re: Has anyone disabled spies opening gates during seiges yet?

    I've not came across a way to stop them opening the gates, but if you lower the amount of spies recruitable and raise the building level needed to get them, it will stop it occurring so frequently.

    If you want to do this:
    Search spy in your export_descr_buildings.txt in your data folder and lower the number in the line agent_limit spy (number here), and also remove them completely from being recruitable in the lower levels.

    I like to use small detachments of troops for reconnaissance and have just 1 or 2 spies for snooping cities later on in the game and seeing how other factions are getting on. Much more fun.

    Far more realistic using actual troops to reconnaissance, I also removed assassins, except for 1 being recruitable at the very highest level as they get spammed by the AI otherwise.
    Last edited by CrayonVonCaesar; June 21, 2009 at 01:52 PM.
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  8. #8

    Default Re: Has anyone disabled spies opening gates during seiges yet?

    hmmm, that might not be such a bad idea to allow them only to be recruitable w/ more advanced settlements...

    what i was thinking about was going into the descr_campaign_db document and reducing almost every value on the spies float modifiers to near zero in order to make him 'see' like a spy but practically unable to investigate a unit or enter a settlement without being castrated (!!), also, i'd modify the price so that he'd probably be the cheapest of the agents recruited. The only problem with this is how the ai might still treat them like a normal spy and get them constantly killed, so i'd have to find a way to adjust their behaviour....sounds easy....right?

    And the ai spams assasins??! Funny, i've never seen them (lol). I've always wondered what the ai would do with assasins, or rather, how they would respond to mine (I sabotage like there's no tommorow and they rarely rebuild their structures, i find)...I was thinking about removing the assasins ability to sabotage...but if the ai is spamming them, perhaps limiting them like the spy (your suggestion) is a better idea.

    thks CrayonVonCeasar,

    a bit of helpful advice can go miles!

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