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[eMOD] Espionage v0.91

[eMOD] Espionage v0.91

This is a little mod I put together. It adds six spells to the game that cost influence instead of mana. This allows players to use influence in new and interesting ways. It also allows them to undermine their opponents and gather intel, adding a whole new subtext to the game.

Incite Riot: +20% unrest in target city for 25 turns.

Sabotage: Stops production in a city for 12 turns.

Rebellion: Creates a Rebel Lair that spawns rebels.

Poison Well: Kills 1/4 of a cities population. Does 4 damage to garrisoned troops.

Spy: Reveals a 4x4 area for 10 turns.

Vigilance: Protects a city from spells. Costs 1 Influence a turn.

Assassinate: Kills target unit. Champions will respawn. Costs a lot.


Download: Here

Download here from my Dropbox.    *Note this is a first release and will be buggy. 


Future Plans:

-A Spy unit. What should it do though.....

Feel free to tell me your ideas.


Issues

-I would have liked to have these spells be organized into their own category but if you can add spell book categories I can't figure out how. If you add a custom value it creates a new page but it simply says No String Found.

-I would also like to be able have vigilance only prevent the espionage spells, but that's not an option. It would be awesome to have the ability to give spells a chance to fail instead of blocking outright as well.

-Why is there no EnemyChampion target for spells? Weird.

-It would be nice to be able to make neutral units that can enter other player's territory like caravans used to do.

37,863 views 34 replies
Reply #26 Top

What about turning spies so they're double agents? Is that possible? It might get a little convoluted though. Maybe you send a spy to an enemy city and if the sov is in the city there is a certain % chance to capture the spy. You can either execute or turn him into a double agent, but he would cost a certain amount of influence.

Just brainstorming here.  

Reply #28 Top
cool mod, but you'll have to rename using _ instead of . otherwise the game won't use it for some strange reason.
also the png icons should go to mods/gfx folder
Reply #29 Top

Future Plans:

-A Spy unit. What should it do though.....

Feel free to tell me your ideas.

Hmm, you could fix the unit-design stealth ability, which appears to not do anything at all

    <AbilityBonus InternalName="StealthyAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Stealthy">
            <DisplayName>Stealthy</DisplayName>
            <Description>Monsters less likely to attack</Description>
            <Icon>Ability_Stealthy_Icon.png</Icon>
            <GameModifier>
                <Provides>Monsters less likely to attack</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>8</AdditionalTrainingTurns>
            <HideWhenUpgraded>0</HideWhenUpgraded>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>

Reply #30 Top


            <GameModifier>
                <Provides>+1 Sight and Movement for this unit</Provides>
            </GameModifier>

and/or
            <GameModifier>
                <Provides>Recall to Capital, May flee combat at 50% hit points</Provides>
             </GameModifier>

Reply #31 Top

Sabotage has been named Sabotoge, aside that, great work!

Reply #32 Top

Looks awesome, please add to the nexus too.  Really looking forward to what you do with it.

IMO

Spells/abilities should be global based off influence like you have.  I wold say tie to a building tied to a research path, relatively low production requirements.

Spy units should be the offensive tool with additional abilities and/or increase effectiveness of the global spells (5x the spies, 5x the affects of the poison spell, etc).    Possibly have an automatic "disguise" ability - same mechanic as "stealthy" except for enemy units OR change them to a critter or caravan graphic...i.e. your spy shows up on the map as a troll/umberdroth/spider.

Path of the governor becomes much more useful - with added abilities and reduction of effectiveness/chance of failure.  Most likely 1 governor = full protection.  Possibly have a seasonal ability to "find and oust spies" with a % chance per spy.

 

 

... next, ninja.

 

 

 

 

Reply #33 Top

Quoting thadianaphena, reply 31



and/or
            <GameModifier>
                <Provides>Recall to Capital, May flee combat at 50% hit points</Provides>
             </GameModifier>


I did this, but there was one limitation that I couldn't get past -- namely you can't cast escape on "self", only on FriendlyUnit.  So the spy can safely cast this on himself if alone, or on a friendly unit if stacked in combat, in either case the target unit safely retreats.  But if the spy is stacked and casts it on himself, then combat hangs on the spies' turn, as if he were still there and waiting for instructions.  You cannot pass his turn and you have to auto-resolve to end things.  I tried various tricks to prevent this, but nothing worked.

I tried to find some kind of tag that would prevent the unit from stacking (even if it had to be a pre-fab unit, like pioneers (which opens up the possibility of preventing grouping and having solitary spies only)), but no dice...  So as far as I can tell if you wanted this ability, you'd have to resist the urge to run your spy units off of the battlefield if they got caught in a group fight.

Reply #34 Top

Will this be made compatible with LH?