editing spy abilities

FM Pilsudski

Chieftain
Joined
Nov 1, 2001
Messages
2
Location
Mobile, AL
Just a quick question-how does one edit the abilities that a spy has? I was thinking along the lines of a Strategic Bomber unit for a World War II scenario, a unot that only could:
1) Sabotage production
2) Destroy city improvements
3) View City
4) Poison water supply

Any advice?

Field Marshal Pilsudski, savior of the Polish nation
 
Originally posted by Morten Blaabjerg
Those abilities are hardcoded to the spy unit slot in the units.gif and rules.txt. You can give all kind of units diplomat abilities, but only the unit in the spy slot will get spy abilities.

Just to add to that, You can remove some of the spy's abilities but not add more. You have to search for the spy action menu in game.txt and then replace the ability that you want to get rid off with a blank line.
 
Originally posted by kobayashi
Just to add to that, You can remove some of the spy's abilities but not add more. You have to search for the spy action menu in game.txt and then replace the ability that you want to get rid off with a blank line.

While this true, these modifications will only apply to an active player. AI players will still be able to perform all spy functions. This may or may not be desirable.
 
don't use spy, use paratroop diplomat. (can only steal tech from city once) on all cities (even that civ's own,do this before editing tech tree). Will no be able to steal tech anywhere except new city created. in game play.

Use democracies (no bribe)

Hope this helps, I' m a forum newbie.
 
And what happens if the unit in the spy slot is not intended to be diplomatic (like infantry or a vehicule)? Does this unit have spy abilities?
 
But any kind unit in the diplo slot will have a different image (the last one in the units.gif) when the barbarians own it (which can be very usefull).
 
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