[BtS] Super Spies

Hmmm, I tried everything suggested so far. Someone in another thread I started for this issue and this guy there (EmperorFool) told me to look at the ActionInfos.xml. There is no actioninfos.xml in my files, so that might be it. I'll look into this but I'm pretty sure there isn't one as part of the SS mod.
 
Alright, it appears that I am never going to get this to work. I again re-downloaded the SuperSpies (BtS 3.17) mod, reloaded BtS on my computer, reinstalled 3.17 and tried the mod by itself. And the python error came up again. So does anyone know how I can remove the Assassin mission?
 
I mystified then. I shake my head. I dunna understand. You have downloaded my test version from a few posts back and tried the test save and you get the crash yes?

If yes, then I suggest just wait. I'm in the middle of reworking Super Spies so that assassination and bribe missions are incorporated into the main scheme of BTS espionage missions more generally. This will mean that you will be able to assassinate and bribe, but it will be via the standard interface, not the Super Spies interface as it is now. This should fix things for you at a guess.

Please feel free to make suggestions about assassinations and bribery. The way I am thinking of doing it is roughly like this:

Assassination:
- A spy can kill a great specialist incorporated into the city for a high espionage cost. Possibly similar to stealing a tech in cost. This models the assassination of important people.

Bribery:
- A spy can bribe workers at escalating espionage costs and thus win workers for the bribing nation. This models industrial espionage and the stealing of a cheap workforce.

- A spy can bribe a great specialist so that half of the great specialists returns (like research, commerce, production etc) go to the bribing nation for x number of turns and at quite a high espionage cost. This models the corruption of important people.

Of course the AI will be taught to conduct these activities as well.
Suggestions are welcome.
Cheers.
 
Well that's awesome actually, but I don't really NEED the assassin mission available at all for what I am doing with the mod. I am making the mod for a specifc group of people. So I have decided that, unless this other guy who is looking into it can figure it out, I am just going to remove the assassination mission altogether so I don't get the error anymore. Is this possible?

Maybe if everytime I've tried this (including my mod and the regular ss mod) it doesn't work that means I have some type of setting wrong with my computer or in the BtS files themselves? Does that make any sense?

And would it be easier just to remove the SS mod completely from my mod and ONLY put in the promotions?
 
- A spy can bribe a great specialist so that half of the great specialists returns (like research, commerce, production etc) go to the bribing nation for x number of turns and at quite a high espionage cost. This models the corruption of important people.

So for x amount of turns, let's say the scientists, half of their beakers go into yours?
 
@Capo
It's a good point. The assassin mission as it is now is not that great. I'll think of a way of turning it off for you. The promotions and AI changes are the best anyway. If the assassination mission were implemented according to the standard implementation scheme of BTS, it would have been cinch to turn it off with XML.

@Cripp7
The idea would be that half of the great specialists contribution that would normally go to his nation, goes to yours for x number of turns (say a golden age length). Not the run of the mill science specialists but the great scientist resident in your city for example.

This idea is the simplest to implement as well because the AI is very good at stationing spies in cities and then deciding what espionage is best to carry out there. As for bribing workers, the AI will occasionally bribe them if they are working in the field but this is unlikely. The most likely scenario is that a spy bribes a worker freshly built at a city. The espionage cost of bribing a worker at a guess would be about double the cost of destroying an improvement.

The other aspect I am thinking about is making city poisonings less frequent. Although the AI is correct that these poisoning's are cheap and do slow the rival economy down quite a lot, it's a bit over the top. The idea would be to encourage the AI to save up espionage points a bit more and use it for some bigger missions a bit more often.

Cheers.
 
@Capo
It's a good point. The assassin mission as it is now is not that great. I'll think of a way of turning it off for you. The promotions and AI changes are the best anyway. If the assassination mission were implemented according to the standard implementation scheme of BTS, it would have been cinch to turn it off with XML.


If you could do this for me that would be a life-saver. I wish you luck, I tried myself and couldn't figure out how to do it, although I am kind of an idiot when it comes to this stuff.
 
@Capo
I'm still about 10 hours away from releasing a new SS version. This will mean about a week's time. In the interim your only hope I think is to change the XML file:
/assets/xml/units/CIV4MissionsInfos.xml

The section you will be interested in is:
<MissionInfo>
<Type>MISSION_ASSASSIN</Type>

Suggest you try and delete all the text between the <button> elements:
From:
<Button>,Art/Interface/Buttons/Actions/Assassinate.dds</Button>
To:
<Button></Button>

See how that goes. Be careful though! You could try and blank out other elements inside the assassin mission or perhaps the whole mission itself! (probably will cause a crash). The beauty of only killing the button is that all the rest of the code thinks everything is fine, just that the button is gone.
Cheers.
 
Damn, that didn't work either.

Well, without the python error pop-ups it doesn't effect anything. You just can't perform the assassination, that's all. But I'd rather not have the error in case of OOS errors or anything (because I am making this mod specifically for MP games). So back to the drawing board I guess... its a sad and cluttered drawing board...
 
@Capo
In a few days time, Super Spies will have bribery and assassination missions implemented according to the standard BTS scheme. You should be good to go then.

Cheers.
 
so...how is the compatibility towards other mods...lets say, rhyes and fall of civ? or better yet, a detailed procedure as to how to make it run therein, if such a thing is even feasible.
 
@Eris23
Compatibility with this and other mods I cannot answer. I don't think it is plug and playable. Suggest you begin to look into what the "World of Civ" people are doing. They may have an espionage module for you I am not sure. I will be wrapping up this SS mod into RevolutionDCM below and this is one way to ensure compatibility. Other people then take RevolutionDCM and wrap it up into other mods, like "Rise of Mankind".
Cheers.
 
@Glider; so the new version you are making is going to be stand-alone? Or is it ONLY going to be in RevolutionDCM? Because if it is going to be alone I'd appreciate it so I can use it to fix my mod's issues. If not is there a way you could send me the files then?
 
Sure I can make it standalone. The differences look to be these:
1) Assassin mission will allow player and the AI to kill great specialists resident in cities.
2) Bribery mission will allow player and the AI to buy one worker at a time during peace time.
3) Assassination and bribery will be configurable as per EspionageMissionInfos.xml.
4) There will be adjustments to other espionage missions especially poisonings.

If these changes suit you, then things should be sweet. So far I have bribery going and assassination prototyped. After that comes teaching the AI to choose the best mission then final testing. The cost of the missions will not be perfectly tuned but should be ok and they will be adjustable to suit via standard XML. Bad news is that I'm still a few days out because I cannot allocate more than an hour or two a day.

Cheers
 
Don't rush yourself on my account, but are the missions/promotions basically the same as TSheep's? For instance is there an upgrade that allows a "dirty bomb" (spreads fallout) and things like that or is it a major departure?

I would have to know this to report to the group I'm making the mod for, that's all.
 
i think it also made it into history in the making, but right now i m trying to improve and customize rfc, either way, thx for the tip, i m gonna look up world of civ next
 
@Capo
All of TSheep's work will stay. The only aspect that will change is assassination. It was not fully implemented by TSheep. So I'll divide his assassination concept into a bribery mission and teach the AI how to do it all. Agree on the tip not to rush. In this game, if you rush, you will miss something and it will not happen quicker in any case.
Cheers.
 
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