[BtS] Super Spies

Good to know. I don't think this one has gotten quite the attention it deserves - it's a really a neat design. :)
 
Hi, is the SDK included in the download correct?

While trying to compile a new DLL I get an error in your CvCity.cpp file

at

int CvCity::getBuildingGoodHealth(BuildingTypes eBuilding) const

ps im using codeblocks
 
What's the actual error it is giving you? I don't actually edit that function at all so it sounds like something else might be going on...

EDIT:
If you're going to compile this from scratch you need to start with the most recent SDK, then add Bhruic's unofficial patch first, then finally add my mod's SDK. I don't include all of Bhruic's files, only the ones I've changed (otherwise it would get confusing for coders trying to combine it with multiple mods).
 
ah, yeah, adding bhruic's first helped

thanks a lot

this is an amazing mod!:)

I plan on including it in my upcoming total mod (crediting you of course):)
 
Hi Trojan Sheep, Bhruic's Unofficial Patch is now v1.21. Is there a plan to update yours to coincide?

Cheers

There is now :)

I'll see about getting a new version up sometime before next week, been a little busy with work related stuff, but it shouldn't take too terribly long to merge in with the new version.
 
Cool. Looking forward to it!

By the way, I have a couple of suggestions for your mod, if only to encourage the AI to use spies more effectively and give spies a chance to reach the higher, more interesting levels:

Make the Courthouse give Deception I, and make Intelligence Agency give Movement I for free (or was it Jails? - will check).
 
I'm tending to lean against any further XML changes, just because it's easy enough for others to tweak that part of the mod to whatever fits their tastes. My current focus has been actually modding the AI to make more sensible decisions espionage wise, but it's slow going as I don't just have to test the coding changes, but also how those changes work in real gameplay (which calls into questions just what "effective espionage" really is).

On another note I'm a little behind on updating the mod as I got in a biking accident last week and smashed up my left arm. Thankfully I didn't break anything, but I wasn't able to type for a few days and one handed coding is not something I wanted to try :)
 
On some multiplayer games i'm getting an out of synch error when the AI uses the counter espionage mission against me (the message pops up, the enemy is being more vigalent in counter espioange blah blah)

i'm wondering if it's just me or has anyone else encountered this problem
 
it doesn't happen all the time (maybe only if the spy has an increased counter espionage promotion [Security])
 
After fooling around a bit. It seems to go out of synch when someone uses a counterespionage mission against me and I'm producing large amounts of Espionage per turn (say when my Espionage slider is at 100%)

I read earlier in the thread that you had out of synch problems in an earlier version when you could produce espionage. Could these two things be related?
 
Sorry for being out of commission for a while, my arm is still recovering at this point and large scale typing hasn't been an attractive prospect until recently (which has doubly sucked since my job involves a lot of typing). I'll look into 3.17 this week, and get started on the conversion. I'll also look into the OOS error, and see if I can figure out what's going on (OOS issues can be a serious pain to track down though).
 
Yeah I've been watching Solver's thread closely. I'm leaning towards waiting till this weekend to migrate for workload reasons and the fact he's popping out new versions pretty much every day so there's a good chance if I migrated right now I'd have to do it again tomorrow.
 
Hello!

Perhaps you remember me; I contacted you in February concerning the usage of Super Spies as foundation for an own espionage mod. Well, meanwhile the codebase for this mod of mine has grown quite a lot, mainly adding a bunch of new espionage missions (including special missions for the Great Spy), and (currently in the making) AI modifications to make the AI aware of these new possibilities.

Since it's your work I based this on, feel free to take a look at the modifications, if you like. (http://worldofciv.svn.sourceforge.net/viewvc/worldofciv/724/SDK/WoC/).

Regards,
Fabian Aichele

Yeah I've been watching Solver's thread closely. I'm leaning towards waiting till this weekend to migrate for workload reasons and the fact he's popping out new versions pretty much every day so there's a good chance if I migrated right now I'd have to do it again tomorrow.
 
Am waiting on a 3.17 version to try this out. Any progress there? I know you have Assassinate for a lone unit, what about a leader? Such as only doable on an enemy capital, success forces the civ into anarchy for X number of turns, and getting caught would cause a relations hit and a state of war.

There is another mod out there that allows you to Convert production into espionage in a manner similar setting production to wealth/science/culture, do you make that available?
 
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