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View Full Version : Useful agents



0101001
09-16-2007, 03:54
I can't remember what mod it was (maybe Rise Of Persia) but their agents increased in levels and actually become useful. So do you think the EB team will be able to do that also? I only ask because it's fun to use agents when they actually get better as they gain more experience.

Callicles
09-16-2007, 03:58
The agents do get better with more experience. In fact, they have a pretty intricate traits and ancillary system all their own. To see, have a diplomat sit in a city for a while and watch him become an ambassador. Or a spy will become a spy guild leader. In my games I have ambassadors in every allied city instead of governors -- it helps with roleplay.

0101001
09-16-2007, 04:09
yes i know about that... I have the best assassins I can ever get and every time I try and assassinate a family member it comes up with 1% chance. Where with the other they grow by levels which I believe is already in CA's script but they abandoned it for some reason or another and the percentages grow higher where no offence to the people who did them but the traits just don't seem to do anything for me.

MarcusAureliusAntoninus
09-16-2007, 06:56
The problems with agents is that they have a cap of 10 'agent skill'. 'Public security' and 'personal security' however does not seem to have a cap.

0101001
09-16-2007, 08:28
meaning?

Megas Methuselah
09-16-2007, 08:34
It means he's smarter than we are. Sorry friend, it ain't called the "sting of truth" for nothin'.

MarcusAureliusAntoninus
09-16-2007, 08:45
Meaning... A spy can kill a guy who has about the same or less ability to protect himself (personal security). So if a spy has 5 skill and a guy has 2 personal security, the spy will kill have a good chance of killing him. If I guy has 15 personal security, an assassin would need like 20 skill to be able to kill him easily. However, agents can only get a max of 10 'agent skill'. So, once a character gets a few points of personal security, he is basically invunerable because it is impossible for an agent to match him in skill.
(This is just an example - I don't know if these stats compare 1:1.)

Megas Methuselah
09-16-2007, 09:01
... You're deliberately trying to confuse us!!!

You're guilty of conspiracy!!! :smash: :smash: :smash:

MarcusAureliusAntoninus
09-16-2007, 09:07
Ok, I'll put it this way. You know when you click on a spy or assassin, he has a row of icons showing how much skill he has? I forget what it looks like, but he can have 10 little icons, max. The skill/stat that family members have that makes them less likely to be assassinated can have more than ten.

Thaatu
09-16-2007, 09:10
Thus assassins are best used against enemy diplomats, spies, assassins and sabotaging law buildings of unstable enemy settlements.


Edit: Actually not against spies. They're pretty hard to assassinate.

Megas Methuselah
09-16-2007, 09:11
... Everyone gather together and form a lynch mod! We're gonna hang Marcus Aurelius Antoninus by the neck until his feet quit kicking!

Gaius Julius Caesar, give us a sign!

:thumbsdown: <--- that's his sign. Let's hang Marcus!!!!

0101001
09-16-2007, 09:49
Well is there a way to balance this? or is it that word that everybody fears, "hardcoded"?

Moros
09-16-2007, 10:21
Reducing the traits (or their chance of people getting them) that give personal security boni to other characters.

Maeran
09-16-2007, 23:33
What's wrong with you people?

The best way to assassinate a family member is to send a thousand or so men with spears and swords.

I care nothing for this 'subtlety' you speak of.

antisocialmunky
09-17-2007, 01:02
I'm sure there's a command line kill command.

NightStar
09-17-2007, 03:32
Command line kill command....but...but that's cheating!!!! I recomend trashing your computer with a sledgehammer while running EB, that got rid of the sucker permanently for me

MarcusAureliusAntoninus
09-17-2007, 06:20
kill_character only works in scripts and won't work as a cheat.

Puupertti Ruma
09-17-2007, 17:08
kill_character only works in scripts and won't work as a cheat.

What!? You mean it is possible to kill a character with script? That would mean our sick FM's could die from their illness. I thought it did not work.

Foot
09-17-2007, 17:13
Yeah, it does work. But there is no way we can know the name of an existing character unless we create them or only use the script on the first term. The kill command requires a name, we can't just ask the game to kill all characters with a certain trait or ancillary.

Foot

Puupertti Ruma
09-17-2007, 18:24
Damn. Maybe there is a way to fetch the name of a character who has a certain trait? Or probably not.

Foot
09-17-2007, 18:27
Damn. Maybe there is a way to fetch the name of a character who has a certain trait? Or probably not.

Nope. Believe me, we are as frustrated as you on this matter.

Foot