[eMOD] Espionage v0.91

By on November 1, 2012 11:41:35 PM from Elemental Forums Elemental Forums

DsRaider

Join Date 11/2008
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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.

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November 1, 2012 11:46:52 PM from Elemental Forums Elemental Forums

This looks awesome.  I'll have to try it out.  Great Idea!

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November 1, 2012 11:48:46 PM from Elemental Forums Elemental Forums

the question i have is, does the AI actually use these spells?

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November 2, 2012 12:01:22 AM from Elemental Forums Elemental Forums

This is a wonderful idea.

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November 2, 2012 12:15:15 AM from Elemental Forums Elemental Forums

Quoting LazyWacKo,
the question i have is, does the AI actually use these spells?

It definitely should. I won't know exactly how it will use each of them until it is play tested a bit. I can then adjust the AI values a bit to make the AI use them better.

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November 2, 2012 12:20:45 AM from Elemental Forums Elemental Forums

Can I add this to Master's Affliction?

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November 2, 2012 12:23:55 AM from Elemental Forums Elemental Forums

Quoting seanw3,
Can I add this to Master's Affliction?

Sure but this is a rough first release I rushed out because it's late at night... so it's undoubtedly quite buggy. I plan on polishing it up tomorrow.

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November 2, 2012 12:27:09 AM from Elemental Forums Elemental Forums

This is really sweet. Remind me of a Civ 4 mod I played back in the day that was centered around rebel groups and spy networks. Haha. Pretty cool. 

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November 2, 2012 12:29:23 AM from Elemental Forums Elemental Forums

One thing we are doing is adding espionage as the main economic force of the Warfare Tree. This will be a nice crossover into Path of the Thief Spells.

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November 2, 2012 12:35:10 AM from Elemental Forums Elemental Forums

All this attention has made me stay up and do some bug fixing. Updated to v0.91.

Quoting seanw3,
One thing we are doing is adding espionage as the main economic force of the Warfare Tree. This will be a nice crossover into Path of the Thief Spells.

Feel free to use this stuff anyway you want.

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November 2, 2012 12:40:16 AM from Elemental Forums Elemental Forums

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

Thats a clever use for influence. I wonder how many other things that are a micromanage nightmare for people that you can charge influence to do for you.

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November 2, 2012 2:45:21 AM from Elemental Forums Elemental Forums

Dispel enchantment & Assasinate leader (stationed champion) would be great additions to the list of spy actions. Also it would be nice if one can destroy a certain structure in the city using the Espionage.

 

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November 2, 2012 3:05:07 AM from Elemental Forums Elemental Forums

Spies should be a henchman-type unit, whom only can cast these spells.

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November 2, 2012 3:48:24 AM from Elemental Forums Elemental Forums

Great idea. Look forward to playing with it.

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November 2, 2012 6:53:26 AM from Elemental Forums Elemental Forums

nice mod, thanks!

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November 2, 2012 7:06:40 AM from Elemental Forums Elemental Forums

This is a fantastic idea and should be in the main game.

Quoting mqpiffle,
Spies should be a henchman-type unit, whom only can cast these spells.

Should be easy enough to mod right - add the "spellcasting" trait to henchmen?

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November 2, 2012 7:14:48 AM from Elemental Forums Elemental Forums

Great idea for a mod!

Quoting Eldorad,
This is a fantastic idea and should be in the main game.


Quoting mqpiffle, reply 13Spies should be a henchman-type unit, whom only can cast these spells.

Should be easy enough to mod right - add the "spellcasting" trait to henchmen?

Keep in mind the more you restrict it like this, the more difficult it will be for the AI to use it.

If you are looking for a restriction to the spells, I would recommend putting the spell unlocks in techs (civilization maybe?) since the AI researches techs almost the same as players do. Another option would be to unlock the spells directly from certain city improvements such as "Spy Guild" or "Assassin Guild".

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November 2, 2012 7:17:29 AM from Elemental Forums Elemental Forums

DsRaider I have this in an event in Stormworld, but maybe you can use it as a spell in this mod as well if you feel it fits?

This is the event:

Assassinations

Background: A hidden cult of religious fanatics have performed several attacks on annual gatherings between your most ingenious researchers. None survived the attacks, and the assassins even comitted suicide after their treasonous acts. By studying their scripture you were able to determine that they believed the Cataclysm were God's Judgement on all. Therefore, to remake the world to fit your own society was the greatest sin to them.

Effect: It will take time to replace the researchers. For the next 25 seasons your research is reduced. It starts out being reduced by 50%, then that negative modifier is changed by 2% every season (50% then 48% then 46% and so on) until it is completely gone after 25 seasons.

 

 

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November 2, 2012 8:45:21 AM from Elemental Forums Elemental Forums

Quoting mqpiffle,
Spies should be a henchman-type unit, whom only can cast these spells.

Nope, in the "realistic" terms I can suggest that spy will be granted with kind of disposal artifact, which is capable dispelling city enchantment (one per spy action).

 

 

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November 2, 2012 9:41:47 AM from Elemental Forums Elemental Forums

DsRaider,

 

This is a great idea, nice work. 

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November 2, 2012 10:26:37 AM from Elemental Forums Elemental Forums

Could this also be applied for the Path of the Governor.  I mean make spells specifically available only for the gov path that use influence as its cost.  Or even add espionage under the path of the governor to make it more worthwhile a path, instead of buffing Path of the Thief.  Maybe add that path of Gov builds a tiny bit of influence so you can cast these spells if you have one.  Just thinking here.

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November 2, 2012 12:51:41 PM from Elemental Forums Elemental Forums

Great idea !!

The poison 1/4 of the pop spell could have a chance of succees ? Also as others
Depending on some params this chance could be greater or lower x)

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November 2, 2012 3:58:39 PM from Elemental Forums Elemental Forums

Updated to v0.92.

Added Assassinate and Poison Well now hurts garrisoned units as well.

Quoting halmal242,
Could this also be applied for the Path of the Governor. I mean make spells specifically available only for the gov path that use influence as its cost. Or even add espionage under the path of the governor to make it more worthwhile a path, instead of buffing Path of the Thief. Maybe add that path of Gov builds a tiny bit of influence so you can cast these spells if you have one.

It's possible, however I don't want to make it too hard to use these abilities. I would rather have Governors and spies make it easier to use espionage instead of them being a requirement. This would also make it much easier on the AI.

Unfortunately when it comes to spies I am having a hard time implementing them. I want them to have a reason to be in other players' territory but they also can't just be negative casters or really obviously out to poison and kill. Instead I would like them to have the ability to produce influence when in another player's territory but can't think up a way to do it. That way you would send them to both allies and enemies.

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November 2, 2012 4:04:25 PM from Elemental Forums Elemental Forums

I am setting up my path of the governor to defend against spies. Might be something you like?

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November 2, 2012 4:09:08 PM from Elemental Forums Elemental Forums

Quoting seanw3,
I am setting up my path of the governor to defend against spies. Might be something you like?

How did you do that? Spell protection?

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November 2, 2012 6:27:31 PM from Elemental Forums Elemental Forums

Yes, good old protect from spells and subterfuge. 

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