View Full Version : SpyMod: "steal technology"
theSeby Feb 14, 2006, 10:33 AM Wanna use your spy to steal the "rocketry"-technology from your enemy ? Well, install this Mod.
It's actualy a "mix" of Action Buttons Utilities (from Talchas) and TechConquest (from Bhruic). No really advanced, but playable. Some feedback would be appreciated !
SpyMod 0.4 for Cvililzation 4 (1.52)
by Seby
This Mod add a "steal a tech" button to the spy-unit.
With this new action, a spy can steal a technology in an ennemy city.
- cost: 150 (constant)
- failure rate: 37% (constant)
- research points gained: depends of the size of the city, and the building in the city (bonus with university, lab and observatory)
- AI doesn't know how to use it
- no mouse-over info
bugs:
- sometimes, the unit does not end his turn, specialy with more than one spy in the game.
to do:
- teach AI how to use it
- mouse-over info
- improve the "rules" (failure, research gained, cost...)
Rabbit, White Feb 14, 2006, 12:43 PM Nice. I won't be able to try it as I'm already in the middle of testing couple of things but it looks good. Once the SDK is out (hurry up firaxis :whipped:) I expect we'll get spies with abilities far above and beyond those of the Civ3 spies. :D
junter Feb 14, 2006, 12:45 PM Wanna use your spy to steal the "rocketry"-technology from your enemy ? Well, install this Mod.
It's actualy a "mix" of Action Buttons Utilities (from Talchas) and TechConquest (from Bhruic). No really advanced, but playable. Some feedback would be appreciated !
YOU ARE A GOD !!!!!!!!!!!!!!!!1 :goodjob:
RogerBacon Feb 14, 2006, 01:32 PM Wanna use your spy to steal the "rocketry"-technology from your enemy ? Well, install this Mod.
It's actualy a "mix" of Action Buttons Utilities (from Talchas) and TechConquest (from Bhruic). No really advanced, but playable. Some feedback would be appreciated !
-AI doesn't know how to use it
I added tech stealing, as an option, to my Assassin unit a couple of days ago. I'll release it (version 1.2) tomorrow or the next day after I do some more testing. You might be interested in it because the AI definately knows how to use it. However, I don't use buttons. I wouldn't know how to make the AI use something with buttons.
Roger Bacon
RED DIAMOND Feb 14, 2006, 01:52 PM I added tech stealing, as an option, to my Assassin unit a couple of days ago. I'll release it (version 1.2) tomorrow or the next day after I do some more testing. You might be interested in it because the AI definately knows how to use it. However, I don't use buttons. I wouldn't know how to make the AI use something with buttons.
Roger Bacon
AI use is a must.:cool:
junter Feb 14, 2006, 02:08 PM miss the text of the unit's action ! :nuke:
junter Feb 14, 2006, 02:10 PM I added tech stealing, as an option, to my Assassin unit a couple of days ago. I'll release it (version 1.2) tomorrow or the next day after I do some more testing. You might be interested in it because the AI definately knows how to use it. However, I don't use buttons. I wouldn't know how to make the AI use something with buttons.
Roger Bacon
In assassin mod it's possible to steal a technology from a rival civilization and the rivals civilizations can be able to steal a technology ?
Skyer2 Feb 14, 2006, 02:53 PM And what about to create "incite revolt"?
RogerBacon Feb 14, 2006, 04:00 PM In assassin mod it's possible to steal a technology from a rival civilization and the rivals civilizations can be able to steal a technology ?
Yes, it will be when I post the new version tomorrow. If I worked on it tonight my wife would assassinate me (It's Saint Valentine's Day).
And what about to create "incite revolt"?
Unrest and rioting are already in teh assassin mod. If you mean making the city change sides, no. There are no plans for that. There's only so much one agent can do afterall.
I've stepped on theSeby's thread pretty heavily. Sorry about that. Any further talk about assassins should be done in the assassin thread.
Roger Bacon
Krupo Feb 14, 2006, 10:30 PM Do any of these units plant nukes yet? ;)
theSeby Feb 15, 2006, 01:27 AM Thanks for feedback,
I added tech stealing, as an option, to my Assassin unit a couple of days ago.I'll have a look at it, i wonder how I can modify AI.
However, I don't use buttons. I wouldn't know how to make the AI use something with buttons.I wanted to make this with buttons, in order to stay with the same spy's "gameplay".
And what about to create "incite revolt"?Good idea but I'm not sure it's a spy's action. And it's already made in a few mods (Assassin, and the Martyr unit in Faces of God I think).
Do any of these units plant nukes yet?Other good idea, close to the "Martyr" of "Faces of God". At this time, i've just add the action "steal a tech".
Hyronymus Feb 15, 2006, 04:30 AM Do any of these units plant nukes yet? ;)
I think we should step aside from the whole idea of planting a nuke. Common, have you ever seen the size of a nuclear bomb? It's not something you carry under your arm and simply leave behind.
Krupo Feb 16, 2006, 09:47 PM I think we should step aside from the whole idea of planting a nuke. Common, have you ever seen the size of a nuclear bomb? It's not something you carry under your arm and simply leave behind.
Yeah, and they're not necessarily that huge. A nice wheelbarrow will do the trick. If you're Sideshow Bob, anyway.
But still, I say we Never step aside from the idea of planting nukes! The larger the weapon and the smaller the delivery vehicle/person, the cooler it is. :nuke: :goodjob:
You can add a dirty bomb to the kit (which is no doubt immensely easier), but it is by no stretch of the imagination impossible to consider this possibility of the real deal.
Say, your spy sends in a container ship containing said warhead. Boom.
The trick, of course, is to acquire said warhead and successfully transport it to the destination.
But when it happened successfully (and the spy got away successfully too!) it was oh so cool... and a nice big slap in the face of enemies who had SDI, which your spy couldn't sabotage because of the "guard dogs" and "razor wire fences".
Good times in Civ2. :D
Hyronymus Feb 17, 2006, 12:25 AM Instead of a nuclear bomb you could consider planting J-DAM's. Their massive power evokes a shockwave too.
Skyer2 Feb 17, 2006, 01:59 PM IMHO, the #1 should be "incite revolt", which means city changes side.
sepamu92 Feb 18, 2006, 02:35 PM How about giving spies the ability to spread propaganda? As in, citizens become unhappy until the civ switches to a particular civic.
Krupo Feb 19, 2006, 06:50 PM Oh, I miss that one too; what great fun it was to incite revolts, or subvert cities for that matter.
I loved that non-sensical distinction: as if the computer bothered to differentiate between which option you chose! Although IIRC the latter didn't cause war to break out automatically.
Still, with Civ 3/4 culture-switching, an incite revolt option would also have the added strength of looking more 'innocent.' :)
mgdpublic Feb 21, 2006, 12:00 PM I would tweak some of the settings a bit. I think 150 is WAY too low for the opportunity to save yourself 7 or so turns on a tech. If you look how expensive it is to sabotage production then you're getting around the right numbers. Tech theft should be at least 1000 and possibly a good deal more. If Firaxis implemented it, it would probably be at least 3500. Alternatively you could set the success rate low, but nevertheless, at 150, it's crazy not to give it a try, even at 15%.
I love sepu's idea about spreading propaganda.
I'd also like a "sabotage infrastructure" option wherein you slow production by a certain percent for a certain number of turns.
Another one I'd like to see is "backchannel negotiations" wherein whatever deal is done is done on the QT so other leaders don't know about it. This could make it possible to incite wars, etc., against an ally without him/her knowing.
theSeby Feb 22, 2006, 01:41 AM I would tweak some of the settings a bit. I think 150 is WAY too low for the opportunity to save yourself 7 or so turns on a tech. If you look how expensive it is to sabotage production then you're getting around the right numbers. Tech theft should be at least 1000 and possibly a good deal more. If Firaxis implemented it, it would probably be at least 3500. Alternatively you could set the success rate low, but nevertheless, at 150, it's crazy not to give it a try, even at 15%.
I love sepu's idea about spreading propaganda.
I'd also like a "sabotage infrastructure" option wherein you slow production by a certain percent for a certain number of turns.
Another one I'd like to see is "backchannel negotiations" wherein whatever deal is done is done on the QT so other leaders don't know about it. This could make it possible to incite wars, etc., against an ally without him/her knowing.
You're right about the 150, but don't forget the spy doesn't steal an entire technology, just some points (he'll need more than 3 or 4 times to steal the entire tech).
The constants are a bad idea too, a jail in the city or stationnary troups would surely make it harder.
About the ideas:
- plant nuke isn't very realistic, but it's really fun ! Maybe for a terrorist/saboteur unit ?
- revolt/propaganda: I don't think it's a spy's job, it's more religious or cultural.
- sabotage infrastructure: good idea, the city lost a few hammers for a few turns.
- backchannel negotiations: nice idea too, but no clue about how to implement it.
Other idea:
- destroy the current research of an ennemy
Junuxx Feb 22, 2006, 07:26 AM Poison water supplies! :o
SS-18 ICBM Mar 09, 2006, 03:00 PM I think we should step aside from the whole idea of planting a nuke. Common, have you ever seen the size of a nuclear bomb? It's not something you carry under your arm and simply leave behind.
You haven't heard of suitcase nukes? Small nukes that fit into a suitcase made by the Soviet Union during the Cold War.
http://en.wikipedia.org/wiki/Suitcase_nuke
Yeah, enable nukes for the spies and allow them to sabotage, assassinate, anything you've heard spies did throughout histroy.
Crighton Mar 16, 2006, 11:18 AM Not too mention these options were all possible in various previous CIV incarnations:
-Plant Nuke (huge ammounts of fun, great risk if caught EVERYONE declared war on you)
-Incite Revolt / Incite the city to flip
-Poison the Water Supply
-Sabotague the city (blow up buildings etc)
-Steal Tech (though I think your stealing a percentage of the full tech was a better idea)
Hyronymus Mar 17, 2006, 04:11 PM Spies never did plant a nuclear (suitcase) bomb. Anything else is fine with me.
Krupo Mar 18, 2006, 12:06 AM Spies never did plant a nuclear (suitcase) bomb. Anything else is fine with me.
Did you like never play Civ 2? :crazyeye:
yexusbeliever Apr 04, 2006, 05:44 PM How is this project going?
theSeby Apr 09, 2006, 02:25 AM How is this project going?
I've lack of time the last time because of high load of work in my job and upgrade of my hardware, but I will soon go on with this project.
I've tried to make the AI use the new action (steal tech) but didn't succed yet...
TheLopez Apr 09, 2006, 06:45 AM I've lack of time the last time because of high load of work in my job and upgrade of my hardware, but I will soon go on with this project.
I've tried to make the AI use the new action (steal tech) but didn't succed yet...
theSeby,
I am assuming that you are enhancing the in-game spy correct? Why not use the onUnitMove event? If the computer moves their spy into a city then do a check on a random number and if it meets a threshold then perform the steal tech. action.
theSeby Apr 09, 2006, 10:47 AM theSeby,
I am assuming that you are enhancing the in-game spy correct? Why not use the onUnitMove event? If the computer moves their spy into a city then do a check on a random number and if it meets a threshold then perform the steal tech. action.
Yes, that's precisely the way i'd like to do it, but it seems i don't code it correctly as it doesn't work in my tests.
TheLopez Apr 09, 2006, 11:59 AM Would you like some help with it?
theSeby Apr 11, 2006, 02:08 AM Would you like some help with it?
That'd be nice, thanks ! I'll contact you by MP.
DrJambo Apr 21, 2006, 07:06 AM Looking forward to seeing the results of the combined efforts !
Grave May 15, 2006, 09:48 PM Has there been any progress with this mod?
TheLopez May 15, 2006, 10:36 PM Nope, I completely forgot about it... damn memory...
Xereq May 18, 2006, 10:23 AM While I disagree withe plant nuke, (I mean really? what kind of spy can assemble and detonate a nuke inside an enemy city?) I would say that dirty bombs are very realistic, as is poisoning water supplies, spreading contagion, and even unleashing a supervirus. these should all be spy actions that kill off some of the city's population initially and create unhealthy conditions for a number of turns afterward. Along the same lines there could be a technology called "The Supervirus" the fist one to gain the technology has the option to unleash it...the effects are devistating. All unarmored units die, all across the world in a number of turns, you recieve 3 hazmat suit marines in each of your cities, you can produce hazmat facilities in your cities that contain the efffects of the disease, and give all units built in that city the hazmat promotion. You then have to take over the whole worls before your raging civilians break into the oval office and linch you.
Grave May 18, 2006, 01:03 PM Here's an idea... let the Spy do all the "diplomatic" missions: Steal Tech, steal maps, etc.
A new unit could take care of the "warfare" missions: dirty bombs, poison water supply, sabotage, etc. Maybe even a new ability, which would target a specific building in your city and take it out (targeted bombing).
We could call this unit a "martyr" or "terrorist" (or something similiar). Script it so that using one (and getting caught) has the same negative diplomatic effects as using a nuke.
Blazer6 May 18, 2006, 06:42 PM While I disagree withe plant nuke, (I mean really? what kind of spy can assemble and detonate a nuke inside an enemy city?) I would say that dirty bombs are very realistic, as is poisoning water supplies, spreading contagion, and even unleashing a supervirus. these should all be spy actions that kill off some of the city's population initially and create unhealthy conditions for a number of turns afterward. Along the same lines there could be a technology called "The Supervirus" the fist one to gain the technology has the option to unleash it...the effects are devistating. All unarmored units die, all across the world in a number of turns, you recieve 3 hazmat suit marines in each of your cities, you can produce hazmat facilities in your cities that contain the efffects of the disease, and give all units built in that city the hazmat promotion. You then have to take over the whole worls before your raging civilians break into the oval office and linch you.
That sounds like an interesting idea for an apocalypse scenario. How about changing it to force you to destroy a facility that keeps spawning those diseased organisms to win? You can make alliances with other AI or spread the disease to other human holdouts.
Xeneise01 Jun 06, 2006, 12:23 PM How about getting the spy to install a computer virus that would spread throughout their civ and cause their research and production to slow down for a number of turns. You can only plant the virus in a city above a certain size as they would have the infrastructure to make such an attack more plausible.
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