Assassin Mod

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
 
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:
 
TheLopez said:
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
 
RogerBacon said:
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 !!!!!!!!!!!
 
junter said:
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
 
RogerBacon said:
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 !
 
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.
 
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:
 
RogerBacon said:
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
 
junter said:
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 said:
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
 
Downloading the newer version now. This would be absolutely phenomenal if added to Robo's composite mod.
 
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:
 
Los Tirano said:
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
 
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:
 
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.
 
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