Assassin Mod

junter said:
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.
 
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
 
spincrus said:
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
 
SonOfMars said:
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
 
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:
 
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:
 
RED DIAMOND said:
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
 
RogerBacon said:
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:
 
spincrus said:
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:
 
RogerBacon said:
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 said:
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 ?
 
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
 
Hey Roger, how about allowing the assassin to kill off a super-specialist?
 
TheLopez said:
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
 
Where is the mod that adds abilities to the spy?
 
Robo Magic Man said:
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.
 
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
 
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