Secret Agents [Modular] 2.7

vincentz

Programmer
Joined
Feb 4, 2009
Messages
3,614
Location
Denmark
*** WARNING ***
Finding and locating BUGs in 2.7 is hard enough for Zappara without all the modmods.
Adding 4 or 5 modmods will make it nearly impossible. If you want to add this mod,
please do so at your own "risk". I'll try to help at the best of my abillity, but please
remember that I'm no Zappara ;)

attachment.php

Updated to BtS 3.19 / RoM 2.7

This micro mod adds three new espionage units. I almost never used spies in modern age. They where to weak and cheap, and took too long to get in position. I really like the super spies promotions so I made these three. They are in seperate folders so if you dont like one of them you can just delete it.

The agents are.....
Spoiler :

Agent
(Icon : Le Pelerin, Rene Magritte)
req : Photography
move 2 (use enemy roads)
price 100 (2.5 times a spy)
can inspect a city
can perform spy operations
Superspy : Security I

Special Agent
(Icon : Agent Smith, Matrix)
req : (T) Electronics (B) Intelligence Agency
max 5 units/civ
move 2 (ignore terrain cost, can use enemy roads)
price 200 (5 times a spy)
can inspect a city
can infiltrate civ (+500 espionage points)
can perform spy operations
Superspy : Security I, Improvise I, Escape Artist I

007
(Icon : Sean Connery, Goldfinger)
req: (T) Electronics, Aviation (B) Scotland Yard (MI6)
max 1/civ (there really is only one 007 right?)
move 3 (ignore terrain cost, can use enemy roads)
(sportscar, offroader, ski, cello case, crocodile submarine, spacerocket, you name it)
paradrop 10 (he can fly any plane, right)
cost 500 (a lot of gadgets)
can inspect a city
can steal army position plans
(but be carefull, he actually swaps plans, and it last for the rest of the game, so really only usefull when wiping the last units of a civ when playing with <<require complete kills>> on)
can perform spy operations
Superspy : Top Secret Agent


Download moved to Vincentz Mods
 

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I have given that a lot of thought too, but decided not to. Sometimes when I just capture a city, the first thing I build in that city is a spy, so its nice to have a low cost espionage unit. Besides, then the little hot thing in black leather would disappear from the game ;) On top of that my philosophy about modding is primarely to add elements, filling holes (imo), instead of replacing.
 
LOL. You're a funny guy Vincentz. :D

Of course it doesn't hurt that you make such fine modmods. Cheers. :goodjob:
 
I have given that a lot of thought too, but decided not to. Sometimes when I just capture a city, the first thing I build in that city is a spy, so its nice to have a low cost espionage unit. Besides, then the little hot thing in black leather would disappear from the game ;) On top of that my philosophy about modding is primarely to add elements, filling holes (imo), instead of replacing.

Excellent philosophy!

I've got to say that I love the new agents. I tend to use the original spies as a sort of reserve espionage unit, Agents as counter-intelligence, Special Agents as the main operational agents, and 007 as... my super 007 agent who saves the world.

I still haven't even used all their features yet but they work great thus far.

Thanks vincentz!
:goodjob:
 
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