is there a mod for making spies weaker?

Vas

Chieftain
Joined
Feb 22, 2006
Messages
20
the title says it all,
but here it is again

is there a mod for making spies weaker? redusing the probability of success is all you need.

I think a 75% success reate is enough
-5% for each military unit stationed there till 50%
-25% if there is at least 1 spy there

so with 5 units and a spy on your oil rig there would be a 25% chance of sucess.

I have no idea how this would be done (or I would do it) also it is for a multiplayer game that is already in progress, I am sure everyone would install it, (I am currently killing one person with my spies, and it seems unbalanced, poor guy has no uranium and 3 oil wells all of which keep getting destroyed, I have only failed once, I have heard he has spies on them, he also had military units on them at one point, still cant stop me)

Thanks
 
I don't know about making the spy weaker, but it would be nice if my spy could see the enemy spies and allow my army to attack them, almost every turn the AI destroys atleast one of my oil wells.

I am thinking of using the submarine/destroy kind of invisiblity for spys so you could atleast have a unit that can see spys like destroyers can see submariens, but any fix that can be done most likely would not work for any games already in progress.
 
I don't know how to edit the chance of spy missions, but Jeckel, making spies see other spies is easy. In the CIV4UnitInfos.xml, there are two ways to make a unit invisible, one is a simple boolean, <bInvisible>. Change this to 0. Then somewhere above that is <Invisible>NONE</Invisible>. Change this to <Invisible>INVISIBLE_SPY</Invisible>. Then for every unit that can see it, change <SeeInvisible>NONE</SeeInvisible> to <SeeInvisible>INVISIBLE_SPY</SeeInvisible>. Whatever is inside <SeeInvisible> MUST be the same as whatever's inside the spy's <Invisible>.
 
hehe, exactly what I was getting at sepamu92, that is how Submarians are seen by Destroyers, thanx for laying that out in detail. :)
 
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