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Thread: Spy Mod

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  1. #1

    Default Spy Mod

    Here's an interesting little mod I thought up whilst at work today. Unfortunately I can't test it at the moment since I am at work, but it should work ok...

    Essentially what I've done is change the ability of the spy character. No longer can it spy (which I found useless and boring anyway). This means no more pain in the ass unrest, no more pointless spying missions and no more spy opening gates, which incidentally was a nice feature but ultimately one that the AI never could use to its advantage. Spy missions were too easy (always 95-100%), as was getting experience with them, and this lead to an AI obsession for building Thieves Guilds everywhere.

    Instead, what the spy can do now is build forts (mainly for watchtower) and sabotage, something the AI never/rarely used its assassins for anyway (I'm still not sure how this will work in terms of seeing the buildings within the settlements given there's no spy now...). Anyway, the build forts was chosen as I always hated having to run my named characters to the borders of regions to build forts. Named characters can still do this, but this role is also given to the spy.

    The traits have been adjusted to keep with the 'spying' tradition, but they're triggered now by sabotage missions instead. Spies still gain bonuses to the line of sight so they can still function as spies.

    Let me know if you like it or indeed whether there are any errors (or if it doesn't work!). It may also need some fine tuning.

    Cheers

  2. #2

    Default Re: Spy Mod

    Appears these simple changes don't work as intended. Anyone know what else is needed to change the role of a character??

  3. #3

    Default Re: Spy Mod

    For starters, I think you want "building_watchtower" instead of "building_fort". Donn't think an Agent can build a fort properly, but the watchtower is a great idea.

    What else are they not doing properly?

    I think there are other declarations in other files. Look around for something in an .xml file. I'm not on my gaming PC right now or I would look for it. Nice try, though. The trick would be to edit the AI files so the computer would use your new "improved" spies properly.

  4. #4

    Default Re: Spy Mod

    Cheers for the reply. Yeah, I noticed the watchtower thing and changed that already. Still can't get the thing to work though. I've looked all over the place for other references to the spy character but didn't have much success...

    Could it be tied to its strat map model??

  5. #5
    Turbo's Avatar Civitate
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    Default Re: Spy Mod

    I suspect that it is hardcoded like it was in previous total wars.
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