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spies

Posted: Sat Apr 18, 2015 8:52 pm
by spydermr2
OK. Quite sick of spies that literally stall my research completely, by constantly respawning and going from their cities 3-hexes away straight into mine. Over and over again.
Is there a way to change the .xml or a mod that ONLY removes spies? I saw an earlier mod that remove spying but it went beyond that and removed things i like.

--- EDIT: Oops. Didn't see the "nospy" mod in the modder's corner. Will grab that one. Thanks, Ximli.

Also, spying is a good idea, but for the love of all that's holy, there needs to be ways to defend/counter them. No chance of moving through a tile with a military unit set to "guard", for instance. Setting your own spy in a city = substantial chance to capture the opposing spy. Something. Love the idea of spies, but am beyond the frustration point with it in its current form.

Thanks, as always!

Re: spies

Posted: Sun Apr 19, 2015 9:59 pm
by Xilmi
spydermr2 wrote: Also, spying is a good idea, but for the love of all that's holy, there needs to be ways to defend/counter them. No chance of moving through a tile with a military unit set to "guard", for instance.
That's exactly what you do against them: Block their path. They cannot move through other units.

For a long time in my patch the AI hasn't built spies because it was terrible at using them.
But I've improved their spy-handling a lot and reintroduced spies being built. I haven't uploaded this yet so far.

Tomorrow I'll try to merge with void's changes. Those are basically about removing chances but instead making spy-power a base value to calculate the stolen amount.
Once that is in place one could do stuff like: Having a spy in a city spied from halfs the spies effectiveness or so.

I'll come back and give you the link once I'm done with that.