View Full Version : Assassin Mod
RogerBacon Feb 08, 2006, 10:56 AM Assassin mod
Ver. 1.3
2/19/2006
Concept, Python coding, and XML by Roger Bacon
Art and unit skinning by heroes182
based on original code for Martyr unit in Sevo's "Faces of God" mod.
Download Ver. 1.3 from here:
http://files.filefront.com/Assassin13zip/;4781616;;/fileinfo.html
Also available here: http://civ4mods.loadedinc.com/mod.php?id=22
What it does:
This mod adds a new unit, the assassin, to the game.
Assassin
cost 80
move 2
combat 2
Is invisible, can see other assassins, can enter enemy territory, can not capture cities
Tech required: Monarchy
Other requirement: Can only be built at the capital
Assassins basically move into another player's city and try to cause havoc, riots, or even assassinate the city leader (which is just a explanation for why the city goes in to unrest for a few turns).
How it works:
The assassin moves into a city and then, one turn later, it makes a roll to determine what kind of an effect is generated.
Die roll 1-50 + assassin's exp - best defending assassin's exp
result Effect
< 0 assassin caught and killed
0-14 mission failed
15-34 minor disruption in the city: 1 unhappy face for a few turns, -10 * assassin's exp points of culture, steal up to 1% * assassin's exp of a tech
35-44 City leader assassinated: 1 unhappy face for several turns, city in unrest for a few turns, -50 * assassin's exp culture, steal up to 2% * assassin's exp of a tech
45+ Major riots. Assassin kills city leader and blames another faction in the city. 1 unhappy face for many turns, city in unrest of several turns, -200 * assassin's exp culture, -1 population * assassin's level, steal up to 3% * assassin's exp of a tech, Assassin kills a Great Person in the city (determined randomly)
Assassin's survival roll
On any mission result higher than 0, the assassin has a chance to survive. This chance is directly influenced by his exp.
Exp % Chance to survive
0 0
1 20
2 33
3 43
4 50
5 56
6 60
7 64
8 67
9 69
10 71
11 73
12 75
13 76
14 78
15 79
formula: % chance = assassin's exp / ( 4 + assassin's exp)
Note: This works very well with one of my other mods "Training Barracks Mod". Download it and try it out.
If the assassin survives he will arrive at the capital the next turn. Assassins that survive will gain 1 exp.
A civilization will not know who sent the assassin so it won't trigger war.
The AI knows how to use these assassins so you should probably keep a defending assassin in your larger cities to reduce the enemy assassin's roll.
Version history:
Version 1.3 (2/19/2006)
Added new artwork by heroes182. Added the ability for the assassin to kill a Great Person in the city.
Version 1.2 (2/14/2006)
Added, as an option, the ability to steal a little bit of tech from an enemy city. Only techs that you could currently research can be stolen. Others are too advanced. Tech stealing is enabled by default but it can be turned off by changing line 24 to:
allowTechStealing = false
Version 1.1 (2/11/2006)
Fixed a minor bug that could occur when your assassin was killed by a defending assassin.
Version 1.0 (2/07/2006)
Initial release. Designed to work with Civ4 version 1.52
[to_xp]Gekko Feb 08, 2006, 11:08 AM so this is basically an ancient era spy? sounds cool! is the mod tested and balanced yet? :)
spincrus Feb 08, 2006, 11:15 AM I'm going to check this mod out and combine the assassination skill with the spy unit if I can. It'd be perfect for my enhanced spy project.
RED DIAMOND Feb 08, 2006, 12:00 PM I am happy that you were able to release this as a single unit. I have to admit that it galls me that Fraxis has made it a little difficult to merge this kind of mod with others.
Basically this leaves the maker the option to step by step explain "exactly" how to combine mods that use CustomEventInterface.py and CustomEventFunctions.py, which would vary depending on what other mods you have(tedious for the mod maker).
I had this happen before and I ended up having to make a choice of having the Inquistor mod or the Spelldemo mod with ranged artillery because I could not combine the two and make them work:mad:
Now I find myself in the exact same position, this or the Spelldemo(ranged Artillery). So unless RB can explain how to combine this with the Spelldemo(in particular the CustomEventInterface.py files) I will not be able to use it:mad:
Please don't take this as an attack on you or your great mod(actually I am mad at Fraxis)
Rabbit, White Feb 08, 2006, 01:37 PM This looks awesome. Great job RogerBacon, it's a shame what Firaxis did with the spy and it's great to see people finding ways to bring back some of that functionality and even more. :goodjob: I'll definitely be keeping my eye on it.
RogerBacon Feb 08, 2006, 01:55 PM I'm going to check this mod out and combine the assassination skill with the spy unit if I can. It'd be perfect for my enhanced spy project.
Giving this ability to the spy (or any other unit) is simple. Just change line 47 in "Assassin.py" from
if (pUnitInfo.getDescription() == 'Assassin'):
to
if (pUnitInfo.getDescription() == 'Spy'):
@ Gekko
This mod has been tested and it works fine. As for balanced, your milage will vary. It's easy enough to change the power by looking in the "Assassin.py" file. Assassins with low exp are pretty well balanced with other units. Once they get high in exp then they start to get moer powerful. Of course, you could have just built a tank and captured the city instead of disrupting it for a few turns so I guess that's balance, of a sort. Basically, the assassin is just a way for you (and the AI) to wage a sort of cold war if you want.
Roger Bacon
RogerBacon Feb 08, 2006, 02:13 PM ...So unless RB can explain how to combine this with the Spelldemo(in particular the CustomEventInterface.py files) I will not be able to use it:mad:
Please don't take this as an attack on you or your great mod(actually I am mad at Fraxis)
Try this one. (I added .txt to the file name so I could post it here in the forum; you will haev to remove that). I added the following to the SpellDemoEventManager:
def onEndPlayerTurn(self, argsList):
'Called at the end of a players turn'
iGameTurn, iPlayer = argsList
ass.runAssassinList(iPlayer)
CvEventManager.CvEventManager.onEndPlayerTurn(self , argsList);
def onUnitMove(self, argsList):
'unit move'
CvEventManager.CvEventManager.onUnitMove(self, argsList);
#INSERT MODS
ass.onUnitMove(argsList)
I used the same format that the SpellDemo author used but you may have to change the "CvEventManager.CvEventManager" to "self.parent". That's what I had in mine but I think he does his a little differently. Put the other files of mine in like the radme says and it should work fine.
Roger Bacon
[to_xp]Gekko Feb 08, 2006, 02:25 PM Giving this ability to the spy (or any other unit) is simple. Just change line 47 in "Assassin.py" from
if (pUnitInfo.getDescription() == 'Assassin'):
to
if (pUnitInfo.getDescription() == 'Spy'):
@ Gekko
This mod has been tested and it works fine. As for balanced, your milage will vary. It's easy enough to change the power by looking in the "Assassin.py" file. Assassins with low exp are pretty well balanced with other units. Once they get high in exp then they start to get moer powerful. Of course, you could have just built a tank and captured the city instead of disrupting it for a few turns so I guess that's balance, of a sort. Basically, the assassin is just a way for you (and the AI) to wage a sort of cold war if you want.
Roger Bacon
that's awesome. I'm definitely going to add this to the next version of my compilation. great work ! :goodjob:
Robo Magic Man Feb 08, 2006, 02:57 PM Sounds awesome! But is there a new skin? If there is, could u post a screenshot?
RogerBacon Feb 08, 2006, 03:26 PM Sounds awesome! But is there a new skin? If there is, could u post a screenshot?
Unfortunately, I'm artistically challenged so, no, there is no new skin. But hey, that spy looks pretty cool on her own.
There is a new icon, which I borrowed from Kael's "Fall from Heaven" mod (used with permission).
When we get the ability to make new graphics maybe someone will make a new graphic for the assassin.
Roger Bacon
[to_xp]Gekko Feb 08, 2006, 03:34 PM Unfortunately, I'm artistically challenged so, no, there is no new skin. But hey, that spy looks pretty cool on her own.
There is a new icon, which I borrowed from Kael's "Fall from Heaven" mod (used with permission).
When we get the ability to make new graphics maybe someone will make a new graphic for the assassin.
Roger Bacon
check out the second post on the thread Sevo's Faces of God. there you'll see the screenshots of the new units in that mod. I guess the Bandit there would make for a pretty good Assassin...
RED DIAMOND Feb 08, 2006, 04:12 PM RB thx so much for that extra bit of work. I was becoming unusually cranky:blush:
P.S. Just tried it and you made my day bro! Sweet:goodjob:
Thanks again for getting this one out to us.:cool:
RogerBacon Feb 08, 2006, 04:39 PM RB thx so much for that extra bit of work. I was becoming unusually cranky:blush:
No problem. I know what it is like to try and combine mods. All of my mods start out combined and then I have to seperate one when I want to release it. I've got lots of things I've written but it's a pain to seperate them, test them, and put them together to release. Well, most of them aren't balanced anyway so they probably wouldn't be well received. They're really more just for my practice at coding Python.
Roger Bacon
Los Tirano Feb 08, 2006, 07:13 PM Been following the threads for a while and was just going to register and suggest this. It sounds near perfect, cost and effects seem right.
I would suggest that it be made possible to actually assassinate other players if the capital is attacked. Make it quite hard, but if say, four assassins were used, that should be it for that leader.
Then for real chaos, after the leader 'retires', perhaps all cities of that civ should become barbarian. Causing a nasty war and allowing other civs to step up and take cities for themselves.
As Los Tirano (the tyrant) i can hardly wait to use assassins.
:goodjob:
Los Tirano Feb 08, 2006, 07:15 PM Perhaps use the skin of the great merchant. He looks a bit shifty. Is that really a cane? What is the camel carrying?
junter Feb 09, 2006, 06:34 AM I'm going to check this mod out and combine the assassination skill with the spy unit if I can. It'd be perfect for my enhanced spy project.
What is enhanced spy project ? The spy can do many things more ??? :scan:
RED DIAMOND Feb 09, 2006, 11:25 AM What is enhanced spy project ? The spy can do many things more ??? :scan:
Well just think of it as a super spy. Take your current spy and add the Assassin abilities to that;)
RED DIAMOND Feb 09, 2006, 11:30 AM I love this mod! Nothing like seeing the enemy sneak into your country and hit one of your best cities. I realized I needed some serious homeland security. As luck has it, I have developed an excellent counter-assassin network:D
RogerBacon Feb 09, 2006, 12:13 PM I love this mod! Nothing like seeing the enemy sneak into your country and hit one of your best cities. I realized I needed some serious homeland security. As luck has it, I have developed an excellent counter-assassin network:D
I'm glad to see it is working. When I tested it I gave the AI assassin units with the world builder and they uesd them correctly but I never actually played out a game long enough (using this mod on its own) to see if they built them. I'm glad to see they are building them. I knew they build them in the setup on my machine so I was 99% sure but I didn't have time to test it out as a stand-alone in a long game.
Roger Bacon
spincrus Feb 09, 2006, 02:01 PM I can make you a good Firaxis-looking icon for both the unit and the mission if you want?
spincrus Feb 09, 2006, 02:03 PM What is enhanced spy project ? The spy can do many things more ??? :scan:
Yup, as RED DIAMOND said, it's just a project to make the spy a bit more worth using. Like adding "initiate revolt (or assassination in this case) and "steal tech" abilities.
SonOfMars Feb 09, 2006, 02:47 PM Hi RogerBacon,
Is there anywhere else I could download this Mod from as I can't seem to get it from that site.
Thanks in andvance
RogerBacon Feb 09, 2006, 02:50 PM I can make you a good Firaxis-looking icon for both the unit and the mission if you want?
That would be awesome! :)
And while you're at it maybe a reskin of the spy so she's only wearin a bikini. It's not really for a mod or anything -- just for my own personal enjoyment. ;)
Roger Bacon
RogerBacon Feb 09, 2006, 02:55 PM Hi RogerBacon,
Is there anywhere else I could download this Mod from as I can't seem to get it from that site.
Thanks in andvance
I usually post on FileFront.com but their upload service has been down since last Sunday. Send me a private message with your email address and I can email it to you; it's only 590k so most mail providers should be able to handle it.
Roger Bacon
RED DIAMOND Feb 10, 2006, 01:29 AM RB, I like to compliement you for your wonderfully varied script. I've failed, caused a little unrest, caused a few riots, even killed a few local leaders:D (NICE TOUCH:goodjob: )
I HIGHLY recommend this mod for any of your that enjoy the art of the sneak game. This unit along with my suitcase nuker have brought some serious enjoyment to my games.:lol:
RED DIAMOND Feb 10, 2006, 01:33 AM The best use I've found is to monitor the wars and hit cities where there is already war weariness, especially the warmongers:D
Also make sure to try to up the exp level of your assassin. The higher the exp, the better he does. Oh boy happy happy joy joy:lol:
RogerBacon Feb 10, 2006, 11:26 AM RB, I like to compliement you for your wonderfully varied script. I've failed, caused a little unrest, caused a few riots, even killed a few local leaders (NICE TOUCH )
I HIGHLY recommend this mod for any of your that enjoy the art of the sneak game. This unit along with my suitcase nuker have brought some serious enjoyment to my games.
The best use I've found is to monitor the wars and hit cities where there is already war weariness, especially the warmongers:D
Also make sure to try to up the exp level of your assassin. The higher the exp, the better he does. Oh boy happy happy joy joy:lol:
Thanks for the kind words. I'm glad people are getting the same enjoyment out of it that I have. Red Diamond, where is your suitcase nuker mod? It sounds like something I would like.
If anyone enjoys the assassin mod you might also want to try my training barracks mod. It allows units to gain exp while sitting in a city with a barracks (instead of getting the +4 exp when the unit is created). That will allow your assassins to gain exp while sitting around waiting for a missions. I usually don't send my assassins out until they have 6-8 exp, if I can afford the luxary of waiting.
Roger Bacon
junter Feb 10, 2006, 12:43 PM Assassin mod
Ver. 1.0
2/07/2006
Download from here:
http://z26.zupload.com/download.php?file=getfile&filepath=3840
What it does:
This mod adds a new unit, the assassin, to the game.
Assassin
cost 80
move 2
combat 2
Is invisible, can see other assassins, can enter enemy territory, can not capture cities
Tech required: Monarchy
Other requirement: Can only be built at the capital
Assassins basically move into another player's city and try to cause havoc, riots, or even assassinate the city leader (which is just a explanation for why the city goes in to unrest for a few turns).
How it works:
The assassin moves into a city and then, one turn later, it makes a roll to determine what kind of an effect is generated.
Die roll 1-50 + assassin's exp - best defending assassin's exp
result Effect
< 0 assassin caught and killed
0-14 mission failed
15-34 minor disruption in the city: 1 unhappy face for a few turns, -10 * assassin's exp points of culture.
35-44 City leader assassinated: 1 unhappy face for several turns, city in unrest for a few turns, -50 * assassin's exp culture
45+ Major riots. Assassin kills city leader and blames another faction in the city. 1 unhappy face for many turns, city in unrest of several turns, -200 * assassin's exp culture, -1 population * assassin's level
Assassin's survival roll
On any mission result higher than 0, the assassin has a chance to survive. This chance is directly influenced by his exp.
Exp % Chance to survive
0 0
1 20
2 33
3 43
4 50
5 56
6 60
7 64
8 67
9 69
10 71
11 73
12 75
13 76
14 78
15 79
formula: % chance = assassin's exp / ( 4 + assassin's exp)
Note: This works very well with one of my other mods "Training Barracks Mod". Download it and try it out.
If the assassin survives he will arrive at the capital the next turn. Assassins that survive will gain 1 exp.
A civilization will not know who sent the assassin so it won't trigger war.
The AI knows how to use these assassins so you should probably keep a defending assassin in your larger cities to reduce the enemy assassin's roll.
Version history:
Version 1.0 (2/07/2006)
Initial release. Designed to work with Civ4 version 1.52
Riots in Civilization IV ??? :eek:
junter Feb 10, 2006, 12:44 PM Yup, as RED DIAMOND said, it's just a project to make the spy a bit more worth using. Like adding "initiate revolt (or assassination in this case) and "steal tech" abilities.
Some mod with these features ??? :scan:
RED DIAMOND Feb 10, 2006, 12:53 PM Thanks for the kind words. I'm glad people are getting the same enjoyment out of it that I have. Red Diamond, where is your suitcase nuker mod? It sounds like something I would like.
If anyone enjoys the assassin mod you might also want to try my training barracks mod. It allows units to gain exp while sitting in a city with a barracks (instead of getting the +4 exp when the unit is created). That will allow your assassins to gain exp while sitting around waiting for a missions. I usually don't send my assassins out until they have 6-8 exp, if I can afford the luxary of waiting.
Roger Bacon
I made this thread about it a couple of weeks ago.
http://forums.civfanatics.com/showthread.php?t=155543
Essentially, I took the TACICBM and altered it slightly, then changed the graphic to the nuker guy. I still have to test the AI as it does not seem to know what to do with it. I've been thinking about the way you did the Assassin to see if there is a way to use that system for the suitcase nuker. That way I "know" the AI will use it:lol:
RED DIAMOND Feb 10, 2006, 12:55 PM Some mod with these features ??? :scan:
Yeah this mod. The only thing not there(good IMHO) is steal tech. Never like that over abused feature anyway;)
junter Feb 10, 2006, 12:56 PM Yeah this mod. The only thing not there(good IMHO) is steal tech. Never like that over abused feature anyway;)
The spy can steal a technology ?
RED DIAMOND Feb 10, 2006, 01:16 PM The spy can steal a technology ?
:confused:
The only thing "NOT" there is steal tech. No you cannot steal tech which is a good thing IMHO.:cool:
RogerBacon Feb 11, 2006, 06:22 PM Updated to version 1.1
Fixed a minor bug that could occur when your assassin was killed by a defending assassin.
RED DIAMOND Feb 13, 2006, 09:24 AM Well, Catherine just declared war and we are engaged in it full force. I was bombarding one of her coastal cities and noticed Isabela had sent an Assassin to hit 28 Moscow. A couple of turns later Moscow was in revolt. This of course helped weaken Cathy and she is a little more receptive to calling a truce.
I love this unit:D
TheLopez Feb 13, 2006, 10:44 AM Hey Roger, how about allowing the assassin to kill off a super-specialist?
RogerBacon Feb 13, 2006, 11:41 AM Hey Roger, how about allowing the assassin to kill off a super-specialist?
Yeah, I was thinking of adding that. In fact, there are a lot of things I was thinking of adding. My concern is that I might make the unit too strong. Another option is giving the player a list of what things he wants the assassin to do. Unfortunately, I wouldn't know how to make the AI choose wisely among the choices.
Anyway, yeah, I'll definately look in to killing off super-specialists.
Roge Bacon
Robo Magic Man Feb 13, 2006, 04:02 PM Where is the mod that adds abilities to the spy?
RED DIAMOND Feb 13, 2006, 06:14 PM Where is the mod that adds abilities to the spy?
Giving this ability to the spy (or any other unit) is simple. Just change line 47 in "Assassin.py" from
if (pUnitInfo.getDescription() == 'Assassin'):
to
if (pUnitInfo.getDescription() == 'Spy'):
From previous post in this thread.
RogerBacon Feb 13, 2006, 09:07 PM Well, some bad news. On first glance it doesn't appear there is any way to kill off a great person that has already merged with a city. :(
I could increment the great person rate by +100 which would be kind of like killing off the next great person the player would have gotten so now he has to go 100 points further to get a great person... but that seems kind of lame. Maybe when the SDK comes out I'll be able to add that feature.
I'll post to the forums and see if anyone knows a way but I'm pretty sure its a dead end at this point.
Roger Bacon
RogerBacon Feb 14, 2006, 05:36 PM Updated to version 1.2.
Assassins can now steal ( a little bit of ) tech. This option can be turned off by changing line 24 to: allowTechStealing = false because I know some people don't like tech-stealing.
I've added the 1.2 update to the first post so people won't have to download the entire thing again. Only the Assassin.py file changed (and the readme.txt, of course).
Roger Bacon
RED DIAMOND Feb 14, 2006, 07:06 PM OK RB this is freakin AWESOME bro. Thx for all the work you have done on this mod. It has really added the missing dimension us sneakers love:goodjob:
RogerBacon Feb 15, 2006, 08:58 PM Hey Roger, how about allowing the assassin to kill off a super-specialist?
Ask and ye shall receive. :)
I've just added that ability tonight. I'll test it for a day or two and release it as version 1.3 this weekend. It will be an option that can be disabled just like the tech stealing.
Roger Bacon
junter Feb 16, 2006, 07:24 AM Ask and ye shall receive. :)
I've just added that ability tonight. I'll test it for a day or two and release it as version 1.3 this weekend. It will be an option that can be disabled just like the tech stealing.
Roger Bacon
How can I play with Assassin mod, with Random events mod, with Rebellion mod together ? :scan: :goodjob:
PS. What does it want to say "Assassins can now steal ( a little bit of ) tech" ? Answer Roger !!!!!!!!!!!
RogerBacon Feb 17, 2006, 11:14 AM How can I play with Assassin mod, with Random events mod, with Rebellion mod together ?
Junter,
You'll have to combine any files that are duplicated in each mod. It's not a trivial process but it can be made easier with merging programs. I use WinMerge (http://winmerge.org). It is great for the Python files but sometimes it can mess up on the XML files since so much of the XML looks the same. Best advice is to back up everything you're going to change (winmerge does that automatically) and give it your best shot.
It looks like we are going to have a custom-skinned graphic for our assassin as well as a new button thanks to heroes182. He showed me a picture in a private message yesterday and it looks really nice. I've asked him to send me the files and once he does I will add them to the 1.3 release this weekend.
Roger Bacon
junter Feb 18, 2006, 06:45 AM Junter,
You'll have to combine any files that are duplicated in each mod. It's not a trivial process but it can be made easier with merging programs. I use WinMerge (http://winmerge.org). It is great for the Python files but sometimes it can mess up on the XML files since so much of the XML looks the same. Best advice is to back up everything you're going to change (winmerge does that automatically) and give it your best shot.
It looks like we are going to have a custom-skinned graphic for our assassin as well as a new button thanks to heroes182. He showed me a picture in a private message yesterday and it looks really nice. I've asked him to send me the files and once he does I will add them to the 1.3 release this weekend.
Roger Bacon
Can you make a fusion of Random events mod, Rebellion mod, Assassin mod ??? Please !
RogerBacon Feb 18, 2006, 11:52 PM Version 1.3 is now available.
http://files.filefront.com/Assassin13zip/;4781616;;/fileinfo.html
Version 1.3:
Added the ability for the assassin to kill a Great Person in the city.
Added new artwork by heroes182.
Roger Bacon
Kaenash Feb 19, 2006, 10:30 AM I love this idea! It almost makes it seem like "Medieval Total War". You kind of wish leaders would get born with different flaws/traits. Hehehe.
Imagine a mod where once the population reaches 9 for the first time, a "Baron" is born. This Baron unit if it leaves the city, creates unrest. If the Baron unit is assinated/destroyed, it takes 4-6 turns to create a new one. (the player must produce it like any other unit, but can not produce a baron unit unless the baron for that city was destroyed.
The assasin can come take out the Baron.
You can get tricky later on, by either randomly assigning the Baron a trait "Cruel", "Barbarous", "Enlightened", and while the Baron is in the city for instance it may provide a bonus to unit XP, but at the same time REQUIRE that you be focused on industry and auto set that.
To me, that would be pretty neat.
Los Tirano Feb 19, 2006, 04:10 PM There are many possibilities for traits if you were going to implement it.
And with traits, sometimes it will just become funny, that reminds me of a game of rome total war when half of my generals had the minion flaw. I didnt even build public baths!
:spank:
junter Feb 21, 2006, 12:12 PM Assassin mod
Ver. 1.3
2/19/2006
Concept, Python coding, and XML by Roger Bacon
Art and unit skinning by heroes182
based on original code for Martyr unit in Sevo's "Faces of God" mod.
Download Ver. 1.3 from here:
http://files.filefront.com/Assassin13zip/;4781616;;/fileinfo.html
What it does:
This mod adds a new unit, the assassin, to the game.
Assassin
cost 80
move 2
combat 2
Is invisible, can see other assassins, can enter enemy territory, can not capture cities
Tech required: Monarchy
Other requirement: Can only be built at the capital
Assassins basically move into another player's city and try to cause havoc, riots, or even assassinate the city leader (which is just a explanation for why the city goes in to unrest for a few turns).
How it works:
The assassin moves into a city and then, one turn later, it makes a roll to determine what kind of an effect is generated.
Die roll 1-50 + assassin's exp - best defending assassin's exp
result Effect
< 0 assassin caught and killed
0-14 mission failed
15-34 minor disruption in the city: 1 unhappy face for a few turns, -10 * assassin's exp points of culture, steal up to 1% * assassin's exp of a tech
35-44 City leader assassinated: 1 unhappy face for several turns, city in unrest for a few turns, -50 * assassin's exp culture, steal up to 2% * assassin's exp of a tech
45+ Major riots. Assassin kills city leader and blames another faction in the city. 1 unhappy face for many turns, city in unrest of several turns, -200 * assassin's exp culture, -1 population * assassin's level, steal up to 3% * assassin's exp of a tech, Assassin kills a Great Person in the city (determined randomly)
Assassin's survival roll
On any mission result higher than 0, the assassin has a chance to survive. This chance is directly influenced by his exp.
Exp % Chance to survive
0 0
1 20
2 33
3 43
4 50
5 56
6 60
7 64
8 67
9 69
10 71
11 73
12 75
13 76
14 78
15 79
formula: % chance = assassin's exp / ( 4 + assassin's exp)
Note: This works very well with one of my other mods "Training Barracks Mod". Download it and try it out.
If the assassin survives he will arrive at the capital the next turn. Assassins that survive will gain 1 exp.
A civilization will not know who sent the assassin so it won't trigger war.
The AI knows how to use these assassins so you should probably keep a defending assassin in your larger cities to reduce the enemy assassin's roll.
Version history:
Version 1.3 (2/19/2006)
Added new artwork by heroes182. Added the ability for the assassin to kill a Great Person in the city.
Version 1.2 (2/14/2006)
Added, as an option, the ability to steal a little bit of tech from an enemy city. Only techs that you could currently research can be stolen. Others are too advanced. Tech stealing is enabled by default but it can be turned off by changing line 24 to:
allowTechStealing = false
Version 1.1 (2/11/2006)
Fixed a minor bug that could occur when your assassin was killed by a defending assassin.
Version 1.0 (2/07/2006)
Initial release. Designed to work with Civ4 version 1.52
Roger I want to know how can I play with your Assasin mod and Rebellion mod together ??? Do you know how
RogerBacon Feb 21, 2006, 12:32 PM Roger I want to know how can I play with your Assasin mod and Rebellion mod together ??? Do you know how
Where is Rebellion mod? Send me a link and I'll see if I can tell you how to integrate it.
Roger Bacon
The Great Apple Feb 21, 2006, 01:28 PM I think he means this one (http://forums.civfanatics.com/showthread.php?t=137898), though I can't be sure.
RogerBacon Feb 21, 2006, 05:18 PM I think he means this one (http://forums.civfanatics.com/showthread.php?t=137898), though I can't be sure.
Well, that mod hasn't been updated since Novemeber so it's at least one or two patches out of date. Also, the author made his mod the default eventManager instead of just having seperate function calls from a customEvent manager. I think it wouldn't be trivial to combine and, in fact, a fair amount of work. I barely have time to play Civ these days so I think I'll have to take a pass on merging with that mod.
Roger Bacon
junter Feb 22, 2006, 06:27 AM I think he means this one (http://forums.civfanatics.com/showthread.php?t=137898), though I can't be sure.
Yes the link is this ! Roger can you help me ??? Can you make a fusion of Rebellion mod and Assassin mod 1.3 for me please ??? :goodjob:
RED DIAMOND Feb 22, 2006, 01:25 PM Good pass RB;)
Los Tirano Mar 02, 2006, 04:54 AM Downloading the newer version now. This would be absolutely phenomenal if added to Robo's composite mod.
Los Tirano Mar 03, 2006, 08:04 AM Ahh, i enjoy this mod greatly. What is everyones record for the turns of unrest they have started in a city due to their assassins.
My record is sending a squad of three experienced assassins into one Roman city and the city rioted for 30 turns! :mischief:
Also managed to bring a city to its knees with total unrest one turn before a wonder was due to be finished, thus stopping the production, and giving me time to move my forces right up to the gates. :king:
RogerBacon Mar 03, 2006, 08:45 AM Also managed to bring a city to its knees with total unrest one turn before a wonder was due to be finished
Priceless isn't it? I did the same thing one game when I found an enemy city was going to complete the same wonder I was working on one round before me. I shut his city down for one round and beat him to the wonder. :)
Remember, a city can be brought out of unrest with any unit that gives it culture (Great artis culture bomb or caravan).
Roger Bacon
Los Tirano Mar 04, 2006, 12:52 AM Really, hmmm. The great artist will have to make it past the assassins though, and although theyre weak, they can take care of great people.
:lol:
:rotfl:
RED DIAMOND Mar 04, 2006, 02:10 PM I think I got one city inthe teens(16maybe). The AI is pretty sneaky too. I have seen them use them all over the place. Great great addition to the game IMHO.
heroes182 Mar 06, 2006, 06:23 AM hehe, on the first game I played with assassins, Hatshepsut had built a city like 5 tiles from my capital (we were on +19 relations, so I wasn't worried), which meant Assassins could get there the turn they were built :D
Oh, that was fun.
The city pretty much didn't stop rioting at all until it eventually switched over to me :D I was sending Assassins into it every two turns, even though it was already "rioting for 20 turns" or whatever.
The odd thing was that, since Assassins sometimes decrease population size (or did it shrink just because no-one was working for centuries, so it starved...?), it actually went down to size -4 :crazyeye:. It was at -3 when it defected to my empire, at which point I decided to keep it just to see what would happen. Oddly enough, cities with a negative population produce two food per turn until they reach size 0, at which point the computer realizes that there's no-one there to work any tiles, and *all* production stops. Not even the automatic city tile worked anymore, it was just an empty shell of a city standing in the middle of the map...
it still had a maintenance cost though! :mad:
Los Tirano Mar 06, 2006, 06:36 AM Ha! Well done. :lol:
I have found that with assassins you can keep an entire civ down. Their cities are crippled, their military is small, their borders are insignificant.
Then you crush them, divert your assassins to another civ and repeat. A thousand knives in the night and a quick war is so much more fun than a sledgehammer.
Is anybody thinking of adding this mod to any other mods? Merging with lost units and second unique units comes to mind. Ah the possibilities for war...
:hatsoff:
RogerBacon Mar 06, 2006, 08:28 AM It was at -3 when it defected to my empire, at which point I decided to keep it just to see what would happen. Oddly enough, cities with a negative population produce two food per turn until they reach size 0, at which point the computer realizes that there's no-one there to work any tiles, and *all* production stops. Not even the automatic city tile worked anymore, it was just an empty shell of a city standing in the middle of the map...
it still had a maintenance cost though! :mad:
Time to send in a shepherdess or a swineherd. ;) Now you see why I took such a fancy to yoru Hungry Hungry cities mod.
Roger Bacon
DrJambo Mar 08, 2006, 06:04 AM Some of the reports here are making me think the assassin might be a little overpowered...?
Does the AI adequately defend against assassins as well as using them offensively?
RogerBacon Mar 10, 2006, 03:42 PM Some of the reports here are making me think the assassin might be a little overpowered...?
The examples mentioned above are some extreme cases. Many times yoru assassin won't do anything except die. I have thought about raising the cost from 80 to 100 after I added the ability to kill off great people.
Does the AI adequately defend against assassins as well as using them offensively?
I've seen AI assassins remain in the capital city where they are built but mostly the AI uses them offensively. One could argue that defensive use of assassins is non-optimal because the amount they will subtract from the random number is a rather small percent. I suspect that most human players favor an offensive strategy as well.
Roger Bacon
Los Tirano Mar 18, 2006, 05:25 AM I have a project idea, but lack the ability to do it.
A merger of these mods
Assassin mod
Robo Composite mod
Lost wonders
Leaders mod
Anyone want to create what will be a great mod? One of the best.
jojoweb Mar 28, 2006, 09:18 AM Hum, it's a very good unit, i love it !
But, do you think that we can turn abilities as a "Promotion". Because i am searching for a way to create a "Schemer" trait, for Cleopatra, assigning this abilities to a part of her units. (arf, i hope my english is not too bad ^_^, more i learn, less i know...).
So, do you think it is possible to create a "Spy" promotion to units by changing some lines of code ?
Thanks. ^_^
RogerBacon Mar 29, 2006, 08:37 AM Hum, it's a very good unit, i love it !
But, do you think that we can turn abilities as a "Promotion". Because i am searching for a way to create a "Schemer" trait, for Cleopatra, assigning this abilities to a part of her units. (arf, i hope my english is not too bad ^_^, more i learn, less i know...).
So, do you think it is possible to create a "Spy" promotion to units by changing some lines of code ?
Thanks. ^_^
Easy to do.
Change the line:
if (pUnitInfo.getDescription() == 'Assassin'):
to something like
if (pUnitInfo.getDescription() == 'Assassin' or ...has your promotion):
You can look up the exact syntax for checking if a unit has a promotion or not. I'm at work right now and I can't check it from here.
That will tell the computer that any unit with the required promotion is an assassin.
Since the main balance of assassins is that they can only be built at the capital and now this will let you build them anywhere you should be sure that the assassin promotion has a lot of negatives to go with it to balance it out. Maybe it should give -50% combat or something like that.
Roger Bacon
jojoweb Mar 29, 2006, 12:18 PM Hum, good idea. In my mod Cleopatra is less agressive than the other leaders. So, she need a big advantage. But it's true, Assassin is very powerful, too much in fact. Hum, i think i will create this promotion only for rare units... i will try and test it. Thanks ;)
Houman Apr 27, 2006, 04:44 AM Hi Roger,
We are updating the Total Realism Mod for 1.61. Is your Mod already 1.61 compatible?
Thanks
Houman
RogerBacon Apr 27, 2006, 09:06 AM Hi Roger,
We are updating the Total Realism Mod for 1.61. Is your Mod already 1.61 compatible?
Thanks
Houman
It works without needing to update the code, assuming you are just importing my code into your compilation. Otherwise, any XML files I have that received updats in 1.61 would have to be updated as well. I've received a report from another user that it is working under v1.61
Roger Bacon
karablak Apr 27, 2006, 07:16 PM i seem to have a problem- there is no donloading button at filefront free servers, thus i can't get this mod rogerbacon. could you upload it to this forum? i would be really gratefull
RogerBacon Apr 28, 2006, 08:35 AM i seem to have a problem- there is no donloading button at filefront free servers, thus i can't get this mod rogerbacon. could you upload it to this forum? i would be really gratefull
Filefront has been acting really scewy the past few days. I can't post it to the forums because it is too large. I'll add another download link when I get home tonight because I'm getting fed up with Filefront.
Roger Bacon
RogerBacon Apr 29, 2006, 03:43 PM File is also available here because Filefront seems to have trouble a lot. http://civ4mods.loadedinc.com/mod.php?id=22
Roger Bacon
Spocko Apr 29, 2006, 04:09 PM Hi RogerBacon,
Here's a zip of my modded version of your BadPeople and Assassin mod Py files. My mods change the chance an agent's action is successful according to various civics, buildings, religions, etc. I also have some reporting to the human player that has Scotland Yard.
Tell me what you think, whether you see a way to improve my code. The most inventive thing I did was to figure out a way to check whether the human player had Scotland Yard - I took a few guesses and with some luck, figured out some code that seems to work.
I tried to capture the victimCivAdjective that describes the civ that owns a victimized city, but amazingly, I was getting the wrong adjective (I'm playing Germany, and a Mongolian agent caused trouble in an Egyptian city - the system told me the city was Incan). So I gave up on the adjective.
Spocko
EDIT: I wonder if the victim adjective problem is due to my loading the newly edited Py code into an existing game... maybe pointers are being screwed up because the game isn't a 'fresh' game. After posting the RogerBacon zip file, I modified my copy of BadPeople to allow for a small chance of homegrown spawning of the three vices (prostitution, drugs, crime) and the messages about these rare events point to the wrong cities. Hmmm. I also made further changes to BadPeople to prevent having a city have negative production (as I've witnessed in a recent game).
Nightravn May 03, 2006, 08:52 AM One Problem I have with the Assassin is that the amount of culture it reduces is a fixed number times the experience. This can lead to a city having negative Culture which is a Very bad thing. Just having a city go into unrest is a great tool to get your troops to it quickly and it kills the culture defense making it easier to take.
We are using this in the Realism Mod as Houman as mentioned but I am suggesting a slight modification to it. Instead of a set Number it should be a percentage that way it will never make a city go into the negative but on the flip side it couls be a very powerful agent agaisnt a city with substantial culture.
The Change I preposed was to have him start with a base of 10% and then give another 5% per experience level, with a cap of maybe 25-35%. We don't want him to powerful but maybe a cap of up to 50% would be ok. Not to sure on the final numbers. What do yall think of this?
The other problem is the lack of defense agaisnt them. If they are revealed by another spy/assassin then other troops should be able to attack it. Either that or at least other spys/assassins should be able to attack them.
Los Tirano May 03, 2006, 06:02 PM Yes, the problem you identify is serious. However, in regards to not being able to attack assassins this can be solved in multiplayer or singleplayer. Rush monarchy by being the one to build the oracle, get assassins, go defensive.
Now put one in each city, should have just enough time. Against the computer more than enough time. Now if any civ, human or not moves an assassin near a city of yours, simply declare war. Declaring war disables the assassin from being able to do anything against a city with a defensive unit in it. In moving in he simply attacks the archer or longbowmen stationed there and dies!
If against a human player that greatly focuses upon asassins this can really stuff them up. If they are more powerful, then at least your cities wont be in disarray. War may take them off guard also. Damn this is a good mod.
Has anyone thought of reskinning the grenadier and using that unit instead? It has bombs and a short sword!
Houman May 09, 2006, 01:29 PM @Spoko could you please elaborate a bit more on your changes?
How does the religion etc effect the Assassin and what is meant by spwnable Bad people?
Thanks
Houman
Fachy Jun 22, 2006, 06:56 AM Few questions here:
1) Do you get to choose the assasin's mission, or is it determined automatically?
2) If caught, does it reduce the diplomatic relations as in the spy when it's caught?
I also suggest you lower its power to 1 instead of 2!
RogerBacon Jun 22, 2006, 07:34 AM Few questions here:
1) Do you get to choose the assasin's mission, or is it determined automatically?
2) If caught, does it reduce the diplomatic relations as in the spy when it's caught?
I also suggest you lower its power to 1 instead of 2!
1 The Assassin only have one mission: go into a city and do bad things. How bad depends on how well it rolls. I wanted to avoid user input so that the AI could use them as effectively as the human player (and believe me, they do).
2 No, diplomatic relations are not affected.
I made its power 2 instead of 1 because I wanted it to be able to kill "skilled workers" in my games. "Skilled Workers" are like workers but they have a combat value of 1 and can gain promotions. You can change it to 1 easily enough in the Civ4UnitInfos.xml.
Roger Bacon
Fachy Jun 22, 2006, 07:42 AM The mod is very good but I don't like the idea of not affecting diplomatic relations when failing... it has no disadvantages then and everybody would bombard everybody else with assasins!
About picking targets: The spy has the ability to choose her mission, yet the AI uses it effectively too
NT_Jedi Jun 26, 2006, 11:34 AM This assassin mod looks very interesting... yet currently seems too powerful for the human player.
RogerBacon Jun 26, 2006, 12:06 PM This assassin mod looks very interesting... yet currently seems too powerful for the human player.
Why would it be mroe powerful for the human than for the computer? The AI knows how to use them too. Assassins aren't that powerful unless you get their experience up high. They can only be built at your capital which also works to limit their influence on the game. How would you change them? Increase the cost?
Roger Bacon
NT_Jedi Jun 26, 2006, 04:31 PM Why would it be mroe powerful for the human than for the computer? The AI knows how to use them too. Assassins aren't that powerful unless you get their experience up high. They can only be built at your capital which also works to limit their influence on the game. How would you change them? Increase the cost?
Roger Bacon
sorry for the delay... I'm at work... anyhow...
The human player would be more powerful with these units by knowing what cities to target such as the enemies capital or cities creating wonders. Since human players can use the assassins more effectively "the causing unrest" onto a city from an assassin should be more rare. I would increase the unit cost to 95.
Questions:
Also I'm wondering for maps with islands does the AI know to send these units onto boats(caravels)? (I usually play the game with islands and haven't seen any AI opponents try dropping off spies yet)
Since the assassins can see each other... if one or more are spotted within an opponents culture what are the different ways it can it be stopped?
(hope thats not a silly question)
--the reason I ask is what's to stop one human player from spamming another human players capital with assassins causing constant unrest where the other human player is unable to generate his own assassins to counter. By midgame a player could have generated a dozen or more assassins... the assassins receive +4 experience from barracks(?) and this will be the norm since all capitals build barracks which increases their survival against AI opponents.
Idea:
As technology advances I would suggest giving increased movement, increased combat or increased sight range to the assassins. The stuff they currently do to a city is enough so I wouldn't add anything here. Comparing the government assassins of today against those of 500 years ago should have some show of change. Not sure if this can be done... just a suggestion.
RogerBacon Jun 26, 2006, 05:47 PM Hi NT_Jedi,
To answer some of your questions:
The AI usually sends the assassins to your capital.
It should know to load them into boats to reach your civ if it is on an island because it uses the same logic as ths spy.
As far as spamming solutions...
I recommend playing with my training barracks (which I suggest in the readm file). It makes it so barracks give 0 exp to a unit when it is built and give it more experience over time. That will give the edge to the defending assassin who stays in the city to defend instead of going out and doing missions. Even without that though, the defending assassin's civ will eventually get the upper hand because a defending assassin has 0% chance of dying while the attacking assassin has a substantial chance if there is a defending assassin. Also, in a game with mroe than 2 players you will leave yourself vulnerable to a third player if you send all of your assassins on missions.
Roger Bacon
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