SpyMod: "steal technology"

Hyronymus said:
I think we should step aside from the whole idea of planting a nuke. Common, have you ever seen the size of a nuclear bomb? It's not something you carry under your arm and simply leave behind.
You haven't heard of suitcase nukes? Small nukes that fit into a suitcase made by the Soviet Union during the Cold War.
http://en.wikipedia.org/wiki/Suitcase_nuke

Yeah, enable nukes for the spies and allow them to sabotage, assassinate, anything you've heard spies did throughout histroy.
 
Not too mention these options were all possible in various previous CIV incarnations:

-Plant Nuke (huge ammounts of fun, great risk if caught EVERYONE declared war on you)
-Incite Revolt / Incite the city to flip
-Poison the Water Supply
-Sabotague the city (blow up buildings etc)
-Steal Tech (though I think your stealing a percentage of the full tech was a better idea)
 
Spies never did plant a nuclear (suitcase) bomb. Anything else is fine with me.
 
Hyronymus said:
Spies never did plant a nuclear (suitcase) bomb. Anything else is fine with me.

Did you like never play Civ 2? :crazyeye:
 
yexusbeliever said:
How is this project going?
I've lack of time the last time because of high load of work in my job and upgrade of my hardware, but I will soon go on with this project.
I've tried to make the AI use the new action (steal tech) but didn't succed yet...
 
theSeby said:
I've lack of time the last time because of high load of work in my job and upgrade of my hardware, but I will soon go on with this project.
I've tried to make the AI use the new action (steal tech) but didn't succed yet...
theSeby,

I am assuming that you are enhancing the in-game spy correct? Why not use the onUnitMove event? If the computer moves their spy into a city then do a check on a random number and if it meets a threshold then perform the steal tech. action.
 
TheLopez said:
theSeby,

I am assuming that you are enhancing the in-game spy correct? Why not use the onUnitMove event? If the computer moves their spy into a city then do a check on a random number and if it meets a threshold then perform the steal tech. action.
Yes, that's precisely the way i'd like to do it, but it seems i don't code it correctly as it doesn't work in my tests.
 
Would you like some help with it?
 
Nope, I completely forgot about it... damn memory...
 
While I disagree withe plant nuke, (I mean really? what kind of spy can assemble and detonate a nuke inside an enemy city?) I would say that dirty bombs are very realistic, as is poisoning water supplies, spreading contagion, and even unleashing a supervirus. these should all be spy actions that kill off some of the city's population initially and create unhealthy conditions for a number of turns afterward. Along the same lines there could be a technology called "The Supervirus" the fist one to gain the technology has the option to unleash it...the effects are devistating. All unarmored units die, all across the world in a number of turns, you recieve 3 hazmat suit marines in each of your cities, you can produce hazmat facilities in your cities that contain the efffects of the disease, and give all units built in that city the hazmat promotion. You then have to take over the whole worls before your raging civilians break into the oval office and linch you.
 
Here's an idea... let the Spy do all the "diplomatic" missions: Steal Tech, steal maps, etc.

A new unit could take care of the "warfare" missions: dirty bombs, poison water supply, sabotage, etc. Maybe even a new ability, which would target a specific building in your city and take it out (targeted bombing).

We could call this unit a "martyr" or "terrorist" (or something similiar). Script it so that using one (and getting caught) has the same negative diplomatic effects as using a nuke.
 
Xereq said:
While I disagree withe plant nuke, (I mean really? what kind of spy can assemble and detonate a nuke inside an enemy city?) I would say that dirty bombs are very realistic, as is poisoning water supplies, spreading contagion, and even unleashing a supervirus. these should all be spy actions that kill off some of the city's population initially and create unhealthy conditions for a number of turns afterward. Along the same lines there could be a technology called "The Supervirus" the fist one to gain the technology has the option to unleash it...the effects are devistating. All unarmored units die, all across the world in a number of turns, you recieve 3 hazmat suit marines in each of your cities, you can produce hazmat facilities in your cities that contain the efffects of the disease, and give all units built in that city the hazmat promotion. You then have to take over the whole worls before your raging civilians break into the oval office and linch you.

That sounds like an interesting idea for an apocalypse scenario. How about changing it to force you to destroy a facility that keeps spawning those diseased organisms to win? You can make alliances with other AI or spread the disease to other human holdouts.
 
How about getting the spy to install a computer virus that would spread throughout their civ and cause their research and production to slow down for a number of turns. You can only plant the virus in a city above a certain size as they would have the infrastructure to make such an attack more plausible.
 
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