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Thread: Toggle_Perfect_Spy

  1. #1
    Member Member Swordsman's Avatar
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    Question Toggle_Perfect_Spy

    Ok, I got this to work in the campaign script, but my big question is does it also work for the AI??

    One of the descriptions I found said it was infinite distance/perfect knowledge for "all" spies-- is it correct to assume this works for AI controlled factions as well??

    Also, just for giggles, I got my only spy killed just to see if everything was still visible-- and it was! Several turns later everything was still fine, population numbers changing, etc. So apparently you don't actually need a "spy" for this.

    I was HOPING that it basically eliminates FOW for everyone.

    Thanks!
    Last edited by Swordsman; 02-17-2008 at 02:56.

  2. #2
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Toggle_Perfect_Spy

    toggle_fow removes fow. give_trait can allow you to give a spy higher subterfuge.
    Want gunpowder, mongols, and timurids to appear when YOU do?
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  3. #3
    Member Member Swordsman's Avatar
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    Default Re: Toggle_Perfect_Spy

    But my understanding is that toggle_fow only works for the human player. The computer player doesn't benefit.

    The console_comand "toggle_perfect_spy" only works inside a script (like the campaign script), and allows you to see EVERYTHING in ANY settlement-- population, units, etc.-- no matter how far away. Also for all unit stacks. You do have to use it in conjunction with toggle_fow to get visibility of the distant areas to begin with.

    The description of the command implied it was for ALL spies-- human or computer, so I was hoping this might be the "silver bullet" to literally remove FOW for everyone. But not sure the computer player is actually acting any differently, thus my question.

  4. #4
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Toggle_Perfect_Spy

    Afaik the AI ignores fow anyway and knows what units you have where.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  5. #5
    Member Member Swordsman's Avatar
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    Default Re: Toggle_Perfect_Spy

    Thanks FactionHeir.

    From previous discussions of AI (in various & sundry places), I had become convinced that the AI always operated under FOW-- and there was no way to remove it for them. Closest thing was as "AI SIght Bonus Mod"-- but if FOW doesn't apply to the AI anyway it seems kinda moot.

  6. #6
    Member Member Gaiseric's Avatar
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    Default Re: Toggle_Perfect_Spy

    Sorry, this is an old thread.

    Is there a way to use ~toggle_perfect_spy in the console, or do I have to script/edit it? I use ~toggle_fow for all my games now and was wondering if there are any other commands that alow me, and the AI, to view more?

  7. #7
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Toggle_Perfect_Spy

    toggle_perfect_spy works only in the campaign_script, not in the console.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  8. #8
    Member Member Gaiseric's Avatar
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    Default Re: Toggle_Perfect_Spy

    Thanks for the quick reply Faction Heir.

    I am a noob when it comes to scripting and editing. In order to use toggle_perfect_spy in my campaigns, what files and text would I need to add or modify?

    Also, Since I am browsing the modding forum I have a few more questions:

    1.) How do I remove the option to build siege/cannon buildings from settlements. I am trying to get the AI to use less seige weapons in field battles, however, I still think it needs them for attacking settlements. I saw another thread that made siege weapons take two turns to build, but I'm not sure if that worked. What other methods can I use to get the AI to field less artillary?

    2.) In Stainless Steel 5.1 the Pagan Temples that Lithuania can build have no religious conversion bonus. Is there a way to add that bonus?

    3.) Lusted spoiled me in his LTC mods. How do I assign a level bonus to get higher level agents from my advanced structures? For example: Market=level 1 merchant. Fairground= level 2 merchant. and so on. I'd like to add these changes to the town halls, markets, brothels, and churches. Maybe even add an experiance bonus to my higher level barracks/stable/ranges.

    4.) Also, in order to make changes to the export_descr_buildings file, or any other files, do I need to use excel or word, or can I edit these files with notepad?

    Thanks for the help.

  9. #9
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Toggle_Perfect_Spy

    campaign_scipt.txt is for toggle_perfect_spy.

    1,2,3) (excerpt from VanillaMod's descr_buildings)

    Example for city siege (follow same format for castle and cannons)
    Code:
    building siege
    {
        convert_to castle_siege
        levels ballista_range catapult_range siege_works 
        {
            ballista_range city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, slave, } 
            {
                convert_to 0
                capability
                {
                    recruit_pool "NE Ballista"  1   0.1   1  0  requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, sicily, } 
                    recruit_pool "EE Ballista"  1   0.1   1  0  requires factions { poland, russia, hungary, } 
                    recruit_pool "GR Ballista"  1   0.1   1  0  requires factions { byzantium, } 
                    recruit_pool "ME Ballista"  1   0.1   1  0  requires factions { moors, egypt, turks, } 
                    recruit_pool "AS Ballista"  1   0.1   1  0  requires factions { mongols, timurids, } 
                }
                material wooden
                construction  1 
                cost  1 
                settlement_min large_town
                upgrades
                {
                    catapult_range
                }
            }
            catapult_range city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, slave, } 
            {
                convert_to 1
                capability
                {
                    recruit_pool "NE Catapult"  1   0.1   1  0  requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, sicily, } 
                    recruit_pool "EE Catapult"  1   0.1   1  0  requires factions { poland, russia, hungary, } 
                    recruit_pool "GR Catapult"  1   0.1   1  0  requires factions { byzantium, } 
                    recruit_pool "ME Catapult"  1   0.1   1  0  requires factions { moors, egypt, turks, } 
                    recruit_pool "AS Catapult"  1   0.1   1  0  requires factions { mongols, timurids, } 
                    recruit_pool "NE Ballista"  1   0.1   1  0  requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, sicily, } 
                    recruit_pool "EE Ballista"  1   0.1   1  0  requires factions { poland, russia, hungary, } 
                    recruit_pool "GR Ballista"  1   0.1   1  0  requires factions { byzantium, } 
                    recruit_pool "ME Ballista"  1   0.1   1  0  requires factions { moors, egypt, turks, } 
                    recruit_pool "AS Ballista"  1   0.1   1  0  requires factions { mongols, timurids, } 
                }
                material wooden
                construction  1 
                cost  1 
                settlement_min large_town
                upgrades
                {
                    siege_works
                }
            }
            siege_works city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, slave, } 
            {
                convert_to 2
                capability
                {
                    recruit_pool "NE Trebuchet"  1   0.1   1  0  requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, sicily, } 
                    recruit_pool "EE Trebuchet"  1   0.1   1  0  requires factions { poland, russia, hungary, } 
                    recruit_pool "GR Trebuchet"  1   0.1   1  0  requires factions { byzantium, } 
                    recruit_pool "ME Trebuchet"  1   0.1   1  0  requires factions { moors, egypt, turks, } 
                    recruit_pool "AS Trebuchet"  1   0.1   1  0  requires factions { mongols, timurids, } 
                    recruit_pool "NE Catapult"  1   0.1   1  0  requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, sicily, } 
                    recruit_pool "EE Catapult"  1   0.1   1  0  requires factions { poland, russia, hungary, } 
                    recruit_pool "GR Catapult"  1   0.1   1  0  requires factions { byzantium, } 
                    recruit_pool "ME Catapult"  1   0.1   1  0  requires factions { moors, egypt, turks, } 
                    recruit_pool "AS Catapult"  1   0.1   1  0  requires factions { mongols, timurids, } 
                    recruit_pool "NE Ballista"  1   0.1   1  0  requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, sicily, } 
                    recruit_pool "EE Ballista"  1   0.1   1  0  requires factions { poland, russia, hungary, } 
                    recruit_pool "GR Ballista"  1   0.1   1  0  requires factions { byzantium, } 
                    recruit_pool "ME Ballista"  1   0.1   1  0  requires factions { moors, egypt, turks, } 
                    recruit_pool "AS Ballista"  1   0.1   1  0  requires factions { mongols, timurids, } 
                }
                material wooden
                construction  1 
                cost  1 
                settlement_min city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    Conversion bonus, add this to capability
    Code:
    religion_level bonus 1
    Agent limits, add
    Code:
    agent_limit merchant 1
    where merchant can be replaced with spy, diplomat, priest etc and the number references the upkeep this building gives for the faction for this agent type.

    4.) Note pad works just fine
    Last edited by FactionHeir; 04-15-2008 at 04:29.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  10. #10
    Member Member Gaiseric's Avatar
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    Default Re: Toggle_Perfect_Spy

    Thank you very much for your help!!!

    I set the refresh rate for siege eqipment and cannons to .01 for all factions and changed the buildlimit to 1. Hopefully this will reduce the AI's use of siege eqipment in field battles.

    I don't know how this will affect the AI's siege ability against me though. I should ask on the forums how many people have ever lost a siege battle to the AI, and what where the causes. If many people say the loss was due to siege eqipment, then perhaps I will change them back. I also heard that you could change the AI's recruitment priorities, but I couldnt find the file for that. I'll see how the above changes work first.

    FactionHeir, do you know how to turn off the burning oil from castles and cities. This added feature annoys me, and, along with the changes I made to siege eqipment, it will prevent the AI from ever taking one of my settlements.

    If you or someone else could post a tip on how to remove the boiling oil, I would be very grateful. And thanks again for all the help!!!

  11. #11
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Toggle_Perfect_Spy

    Boiling oil is a kingdoms feature. As I don't have kingdoms, I don't know how t turn it off. However, I remember seeing a burning_oil file even in M2TW.
    That failing, try descr_walls

    AI failing sieges is usually not due to siege equip. They are coded to stop using them after a few minutes anyway so the less siege they have the better.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

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