Infiltration by Rogue

And one more opinion. I consider crime units useless. Their only use for me is bringing EP from infiltration. Their upkeep is too high. They cannot capture units.
Strike Teams can capture units (like Workers) and are much more efficient in stealth combat.
You aren't using them to raze effectively then. They are easily profitable if used for that and killing really vulnerable stuff they can get at (when they do they steal gold and research and of course get XP that can expand their fighting capabilities to really terrifying levels if you're careful with them enough until they reach that point.)

I think the only problem here is that DH has never realized they are black operatives of the state.
 
Black Ops people are not criminals they are Patriots. They are the people who raze and pillage other countries to bring back great wealth to your country or they are people who defend your way of life by causing mischief in foreign lands (eg The Scarlet Pimpernel). Criminals are those people who diminish your nations wealth and causing mischief in your lands. A criminal escaping from your lands to a safe country will bring wealth to that country but most don't even leave the city they grew up in.
 
Black Ops people are not criminals they are Patriots.
Patriots who are sometimes criminals if not working for the government naturally, and once working for the government in such a capacity are indistinguishable from the common criminal, quite on purpose I might add.
Criminals are those people who diminish your nations wealth and causing mischief in your lands. A criminal escaping from your lands to a safe country will bring wealth to that country but most don't even leave the city they grew up in.
Sure, if they don't work for your government but are either completely independent of authority (barbarian criminals) which many are, or are working for a hostile government. Thus why you wouldn't be able to tell the difference. And you can have a situation where your law enforcement arrests someone only to find out they work for your government and they need to release them. This is not an uncommon scenario actually. You also have most black ops being recruited by having BEEN arrested as the skilled criminal they are.
 
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crime is causing AI to fall as once u put a few criminal into a city, crime increases and the city itself starts to swan criminals locally. that is true in real life also. but then the host country reacts by deploying more troops and crime fighting units to the city in which the AI is little weak esp in island maps. maybe we want a polic ship to augment the coast guards
 
So, what's the final decision of mod team? Will criminals get back their ability to get espionage points by Infiltration?
 
So, what's the final decision of mod team? Will criminals get back their ability to get espionage points by Infiltration?
They shouldn't have lost it so we'll have to see why they did.
 
Can confirm that, as of this morning, assassins still have the ability. Can also conduct "trade" missions (which, in the case of criminal units, I've always assumed actually meant pulling off a heist).
 
Can confirm that, as of this morning, assassins still have the ability. Can also conduct "trade" missions (which, in the case of criminal units, I've always assumed actually meant pulling off a heist).
More a black market trade. Thefts and heists are future works to be added though for now you can see it that way.
 
Is it
Code:
<bBlendIntoCity>1</bBlendIntoCity>
which is Infiltration?

Since Criminals have
Code:
<UnitAI>
                    <UnitAIType>UNITAI_SPY</UnitAIType>
                    <bUnitAI>1</bUnitAI>
</UnitAI>
may it be that my Criminals can't Infiltrate because Ambusher has
Code:
<bCounterSpy>1</bCounterSpy>
and there are Ambushers in target city I'm trying to infiltrate?
 
s it
Code:
<bBlendIntoCity>1</bBlendIntoCity>
which is Infiltration?
No. This is the rogue ability to move into cities of any player without battle even during war.

Since Criminals have
Code:
<UnitAI>
<UnitAIType>UNITAI_SPY</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
may it be that my Criminals can't Infiltrate because Ambusher has
Can only control what they would do and what they were built for by the AI. I'm not 100% sure this is completely safe to use this setting either but we're not getting crashes from it I don't think.
may it be that my Criminals can't Infiltrate because Ambusher has
Code:
<bCounterSpy>1</bCounterSpy>
and there are Ambushers in target city I'm trying to infiltrate?
No, this makes Ambushers, and other units with this boolean, count towards catching a spy, making it a bit harder for spies. Strike teams have this because they can be sent to hide out on critical resources to potentially offer some surprising defense against spy actions there.
 
I reviewed the code on this and the thing I find most suspect is a little-known rule that the unit MUST be invisible entirely to the owner of the city to be able to perform the mission. Any suggestions as to where that rule should be mentioned? I'd be willing to bank on this being what is conditionally causing some to be able to perform the infiltration and others to not be able to. Being visible in a city alone is not cause enough for the local authorities to arrest you because they don't have enough proof of your activities to do so but they do have enough suspicion to be watching you closely and under that scrutiny, you're unable to perform this mission.
 
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