TC01
Deity
I've released a beta of Final Frontier Plus 1.9. To install it, just unzip it on top of your Beyond the Sword/Mods directory (you need a copy of 1.84 already installed).
As discussed in the spy ships thread this begins the process of adding BTS-style espionage/spies back into the mod. It also adds a new civilization, Interstellar Intelligence (also known as the Watchers, as suggested by Imp Knoedel), with a Stealth Ship as their unique unit and an Intelligence Center as their UB.
The current implementation of II mostly follows Imp Knoedel's suggestions, but I made a couple changes. For one thing, I used this leaderhead of Miranda Lawson (from Mass Effect 2) rather than pulling a leader from Civ; frankly, I didn't think any of them had quite the right aesthetic for space. Or, to put it another way, I figured a fictional member of a paramilitary intelligence organization from another setting did have the right aesthetic
The current changelog for 1.9 Beta 1 looks like this:
I played a test game as the Watchers but haven't really tested the (re) implementation of espionage much-- aside from disabling the "destroy buildings" spy mission I've basically stolen the espionage missions XML straight from BTS. So that may need tweaking too.
The more complex invisibility mechanics discussed here haven't been implemented either, so spies may not work very well in their present form (vulnerable to anything that can see a Stealth Ship).
Any testing would be greatly appreciated! I mostly wanted to get something out while I was still on break and had the time to do so.
Beta 2 will likely include said invisibility mechanics unless someone convinces me it's a really dumb idea, along the destroy building espionage mission implemented correctly, and tweaks and bugfixes and so on. It may also include some espionage-related wonders.
As discussed in the spy ships thread this begins the process of adding BTS-style espionage/spies back into the mod. It also adds a new civilization, Interstellar Intelligence (also known as the Watchers, as suggested by Imp Knoedel), with a Stealth Ship as their unique unit and an Intelligence Center as their UB.
The current implementation of II mostly follows Imp Knoedel's suggestions, but I made a couple changes. For one thing, I used this leaderhead of Miranda Lawson (from Mass Effect 2) rather than pulling a leader from Civ; frankly, I didn't think any of them had quite the right aesthetic for space. Or, to put it another way, I figured a fictional member of a paramilitary intelligence organization from another setting did have the right aesthetic
The current changelog for 1.9 Beta 1 looks like this:
1.9 Beta 1 Changelog:
-Added a ninth human colony, Interstellar Intelligence, an espionage-focused faction, aka "the Watchers", based off a suggestion by Imp Knoedel. Trait grants Improved Stealth to all Light Ships and a bonus to espionage production, at a cost to upkeep.
-Imported sailbotlieh's Miranda Lawson (imported from Mass Effect 2) leaderhead for Catherine Shapiro, the leader of the Watchers. Favorite civic is Police State.
-Added Stealth Cruiser UU for the Watchers; a more expensive Stealth Ship that gets first strikes.
-Added Security Directorate UB for the Watchers; an Intelligence Center that produces more Espionage.
-Added Galactic Infiltration technology to the beginning of the Expansion Era.
-Galactic Infiltration allows the training of the new Spy Ship unit, a spy that can perform Spy Missions but is not 100% invisible; it is only "invisible to most units" ala a Stealth Ship.
-Re-enabled the No Espionage gameoption (that prevents the building of Spies and turns all Espionage into other commerces).
-Added No Spies gameoption that prevents the building of spies, but still lets buildings produce Espionage culture.
I played a test game as the Watchers but haven't really tested the (re) implementation of espionage much-- aside from disabling the "destroy buildings" spy mission I've basically stolen the espionage missions XML straight from BTS. So that may need tweaking too.
The more complex invisibility mechanics discussed here haven't been implemented either, so spies may not work very well in their present form (vulnerable to anything that can see a Stealth Ship).
Any testing would be greatly appreciated! I mostly wanted to get something out while I was still on break and had the time to do so.
Beta 2 will likely include said invisibility mechanics unless someone convinces me it's a really dumb idea, along the destroy building espionage mission implemented correctly, and tweaks and bugfixes and so on. It may also include some espionage-related wonders.