how to let spy kill people

MaxRiga

Emperor
Joined
Feb 1, 2004
Messages
1,274
Location
Riga/Montreal
The question is - how to let spy ( or any other "invisible" unit ) be able to attack units? you know, like in the beginning of any regular game you make ur move by ur unit over the cell with another unit and it asks u - do you want to attack this unit or move by. so, how to make it for the spy all the time so it can attack without war but DO NOT capture workers!

and the second

how to damn take recon/bombing options outta some planes ?

thank you for ur answer ( or link if the topics were already discussed )
 
MaxRiga said:
The question is - how to let spy ( or any other "invisible" unit ) be able to attack units? you know, like in the beginning of any regular game you make ur move by ur unit over the cell with another unit and it asks u - do you want to attack this unit or move by. so, how to make it for the spy all the time so it can attack without war but DO NOT capture workers!

and the second

how to damn take recon/bombing options outta some planes ?

thank you for ur answer ( or link if the topics were already discussed )

This forum is for guides only, not for questions. I suspect it will get moved. But until then I'll try to answer what I can.

Making a spy able to attack is pretty easy. Just gotta give them some combat and the take away the defesive only setting.

Making them able to attack without casing war will require hidden nationality. I am currently testing a hidden nationality system and once I get some playtest feedback on it I may release it as a seperate modpack if there is interest. So far it:

1. Sets hidden nationality (HN) via promotions (so they can be added and removed from units dynamically).
2. Allows HN units to attack without causing war.
3. Allows HN units to travel through rivals territories.
4. Keeps HN units from being able to capture units.
5. Keeps HN units from being able to capture cities.
6. Other civs can attack HN units without declaring war.
7. AI players view HN units as enemies regardless of their relationship to the units real owner.
8. HN lose HN when they are in cities they own (so they cant be poached by allied players while guarding).
9. Hides the flag of HN units.
10. Hides the leader name in the plot help of HN units.
11. Hides the civilization name in the defeat/defeated messages.
 
Making them able to attack without casing war will require hidden nationality. I am currently testing a hidden nationality system and once I get some playtest feedback on it I may release it as a seperate modpack if there is interest.

absolutely IS ! i thought it's possible to do somehow without programming but if so i'm going to wait of your release! please, keep me updating about this and i put it into my mod right away!
thank you
 
That sounds simply awesome Kael, I for one would definetly be interested in that standalone component. :D
 
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