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The mod was fully functional with the last Civ V patch. If it's not working it's possibly you have a conflict with another mod you are using preventing the interface lua from firing.
Update:
Looks like it is related to game internal's bug (caching one), when clearing cache and re-enabling all mods it accidentally works, but breaks again after enabling new (tested with starting new playthrough).
MP Patch fixed it
Okay, thanks. I'll look into it and see if there's anything I can do on my end for compatibility.
Likely, the spy mod is in conflict with another mod you are using. If you know how to enable the error logs, I can tell what it is. Otherwise, I’d need to now a list of mods you’re using to narrow it down.
It's been a long time since I looked at how I coded it, but I believe it does give a negative diplomatic modifier. However, I remember there was an issue with how much the game actually let me do this. I wanted to increase it but there was hard limits to what I could code in this regard, so I had to settle with what I could do. To compensate, I think I made the AI more likely to target you with their espionage missions if you used a lot against them. So, I agree, there should be more AI retaliation. I did what I could, but I wish I was able to add more.
But I think it should be risky to use the spy. At the moment, it seems to me that the AI will completely ignore my spy actions, no matter how many times I do it. Maybe a chance of a war declaration from the AI when the spy is captured? The chance would increase in percentual after each capture.
Or maybe the intelligence points generated by wonders and buildings could be cut by half (at least as an option), for making a spy to become more slow and difficult to produce? I agree with another comment here that now it is a bit OP against the AI.
Just suggestions, your mod is already good. Thanks for your work.
It was the original plan to also have a modern model, but the modder who was going to help me never got around to doing it. At this point, most other modders have moved on from Civ V, so it's not really feasible anymore.
Yeah, unfortunately, in order to make all the custom interfaces and pop-ups work without modifying any of the game’s core files (which would have broken compatibility with a lot of popular mods that do modify those files) I had to hardcode most of the stuff to the custom interfaces and pop-ups themselves. So, you can’t really have another unit access the Great Spy’s stuff without modifying the mod’s files. You can possibly make the UU be a Great Spy replacement (which would mean the unit has the same unticlass as the Great Spy). The unit should then still have access to the Great Spy’s stuff with whatever additional abilities you want.
But I wonder if it's possible to apply the Great Spy Missions for a Unique Unit Replacement for a civ I'm currently making if this mod is enabled. That particular replacement will contribute to the Science output for the initiating civilization everytime it conducts an espionage mission (except selling secrets). However, within the Lua Files, I have yet to see a function which handles noting the completion of these types of missions.
The AI activates the missions slightly different than human players for balance reasons (the AI also has less overall survival chance for all their missions). I also designed it so that the missions can't be stopped by non-espionage units; so you can't blockade with workers to stop them. The primary way to counter the great spy is to use your own great spy for a counter-intelligence mission.
Even if I had workers on all my great person improvements a great scientist were kidnapped.
Surrounded my cap with workers and got anarchy.
So when I got a sabotage event I reloaded the round and used "radaring". I reloaded with IGE. There were no enemy spies anywhere close to my territory.
I have seen enemy spies earlier and I can radar them.
Anyone seen something similar?
- Misc minor adjustments
- Doubled the name list
Should have no issue with existing saves
-Misc. minor fixes should; should have no issues with existing saves.
Would you be able to provide me the lua logs of your game?
Enable logging:
https://forums.civfanatics.com/threads/how-to-enable-logging.487482/
Then start/load the game again so it can log which lua is firing. The file would be located at
documents/my games/civ v/logs/lua
That should help me figure out if the error is from a mod conflict, if it's a text error but fires correctly, or some type in the code which is ingoring the set length.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1371086632
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1371101482
Already 20 turns is more than enough to cause major disruption that will ruin someone's game, but 70-1109 turns is literally game over for that civ. The target civ cannot defend itself, cannot rushbuy anything, cannot build anything... is literally a walk in the park for anyone else looking to bulldoze that civ into oblivion.
My personal take is that Anarchy should apply no more than 8-9 turns max, and it should start with 2-3 turns and increasing for there each time its used.
Are you running without a human player? That error shouldn't happen if there's at least one human player. I admittedly didn't think to take into account all or portions of a game played only AI.
You can just comment out that section of the code, since it wouldn’t impact an all AI game anyway. In that same lua file go to line 870, after the “end” in that line type --[[
Then go to line 880, after the “end” in that like type --]]
It’ll end up looking like this
http://pastebin.com/C1JD5tBN
@ Tekamthi
Besides being at war, you can use the counter-espionage great spy mission to completely stop great and normal spies for a few turns. Building espionage buildings in a city (jail, tavern, constabulary) will also decrease the chance of success for an enemy spy mission against that specific city. Looking it over, both options feel a bit weak now. I should probably added something else or strengthen those options in an update.
Any fixes for this, Tomatekh? Thanks.
I have an update planned to adjust the AI aspects due sometime after I finish my Civ VI HR mod update as well as fix some minor bugs. I'll look into your suggestions, thanks!
@gabes2531
The Great Spy unit has an aciton button near his portrait on the bottom left that opens up the mission panel. Some have specific placement or cost requirements, others are free. Nothing is tied to policies or techs.
@Tekamthi
The Civ VI engine only has the submarine invisible effect, which is invisible unless a foreign unit is adjacent. The unit does currently have that.
I've since nerfed the anarchy misson on my end by just decreasing the amount of time it lasts, but maybe you can make the mission more difficult to carry out (e.g. not have it always succeed or something).
in his "Policy - Free Warrior" mod, he has a method called GetCivSpecificUnit which iterates over the GameInfo.Civilization_UnitClassOverrides table for a given civilization and UnitClassType to get the UU.
I did a quick and dirty modification by basically copypasting the logic from that method and adapting it to work in RecruitPartisiansMission and it all seems to work well. So it's worth checking out if you still plan on releasing an update.