RogerBacon
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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
Also available here: http://civ4mods.loadedinc.com/mod.php?id=22
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
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
Also available here: http://civ4mods.loadedinc.com/mod.php?id=22
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