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View Full Version : Can you mod spies



tony0001
12-21-2005, 21:46
Can you mod a spy so that the unrest they cause is higher or lower?

Also I've read several different % of unrest caused by spies, whether it be 15% per spy(cap of 3), or others who claim all 8-9 spies can affect unrest? Is there a definitive answer to that either?

Thanks.

Atilius
12-22-2005, 06:34
At game start it's easy - just add the GoodConspiritor trait in descr_strat.txt. You could also increase the GoodSpy trait, but this already high for most spies appearing at the beginning of the game and boosts other abilities as well. This method allows you to mod abilities on an individual basis, but only for spies that appear at the beginning of the game.

I was going to suggest that you could also increase the spy level at recruitment in export_descr_buildings.txt by replacing

agent spy 0 requires factions { roman, }

by

agent spy 1 requires factions { roman, }

or

agent spy 2 requires factions { roman, }

but this doesn't actually seem to work for me. Odd.


You can also do this: in export_descr_character_traits.txt find the trigger

;------------------------------------------
Trigger spyinit1
WhenToTest AgentCreated

Condition AgentType = spy

Affects NaturalSpySkill 1 Chance 100
Affects GoodConspirator 1 Chance 20

;------------------------------------------

and change

Affects GoodConspirator 1 Chance 20

to

Affects GoodConspirator 1 Chance 100


This means all spies will always (rather than 20% of the time) start out with 1 additional level of the GoodConspiritor trait when they're recruited. You could also increase the level if you'd like; the max level is 3. You can create additional, culture-specific triggers if you'd like only a certain faction to have this advantage, but this is getting beyond my experience. You might have a look at

https://forums.totalwar.org/vb/showthread.php?t=38481

Good luck, don't forget to back up your files.