Shaken, not stirred

vincentz

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Feb 4, 2009
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This mods add two new espionage units, to supplement (not replace) the spy which in later eras is too weak. (IMO)

The format is modular, which should work with all mods





SECRET AGENTS :

Spoiler :

Secret Agent
(Agent Smith logo, matrix)
req : Electronics, Intelligence Agency
max 5 units/civ
got a couple of superspy bonuses
move 2 (ignore terrain cost)
price 400 (10 times a spy)
can inspect a city
can infiltrate civ (+500 espionage points)
can perform spy operations

007
req: Electronics, Aviation, Scotland Yard (MI6)
max 1/civ (there really is only one 007 right?)
got a LOT of superspy bonuses (6 or 7)
move 3 (ignore terrain cost) (sportscar, offroader, ski, cello case, crocodile submarine, spacerocket, you name it)
paradrop 10 (he can fly any plane, right)
cost 1000 (a lot of gadgets)
can inspect a city
can steal army position plans
can perform spy operations


http://forums.civfanatics.com/downloads.php?do=file&id=12432

Installation : put the modules folder from rar into ....\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets
It should merge with the existing Modules folder.

Play the game. (simple right?)

Uninstallation : delete the 007 and agent folder in ....\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules\Custom Units
 
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