How to tweak BtS Espionage

MagisterCultuum

Great Sage
Joined
Feb 14, 2007
Messages
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Kael's head
I was wanting to create a modmod based on FfH, but with more advanced Espionage. Even though the mod is now based on shadow, it currently doesn't (and will probably never) use BtS's espionage relying solely on the <bSabotage>1</bSabotage>, <bDestroy>1</bDestroy>, <bStealPlans>1</bStealPlans>,<bInvestigate>1</bInvestigate>, and <bCounterSpy>1</bCounterSpy> tags in the Civ4UnitINfos.xml file, never using the <bSpy>1</bSpy> tag. Its Civ4EspionageMissionInfos.xml contains only "ESPIONAGEMISSION_SEE_DEMOGRAPHICS," which doesn't work anyway because there is no way to get espionage points in this mod (except from a rare event Kael forgot to remove).


There isn't much of a problem if I want to implement espionage exactly as it exists in BtS; I can just delete the custom Civ4EspionageMissionInfos.xml file, make some units, grant ac couple units the ability to carry out espionage missions, and make a few buildings grant Espionage points. However, I don't think that the system really fits the theme of FfH, and would like to overhaul it somewhat. I outlined the changes I'd really like to make here: http://forums.civfanatics.com/showthread.php?p=6347673#post6347673


This would probably be a fairly long project, and I don't really have much modding experience, having only made a few xml/python changes to the game (modding FfH for myself, adding new units, buildings, changing civics, etc) and knowing nothing of C++/SDK.

I'd be happy to get any advice you can give me on how to implement any of these ideas, but lets start with the basics.

Can you make it so that the active missions cost Gold instead of Espionage points (while not changing how passive espionage works)? If so, how?

Can you change what happens when a unit capable of spying is detected (e.g., so that the unit loses a specific promotion instead of losing the unit)? and again, where would I find the code that does this?
 
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