Sid Meier's Civilization V

Sid Meier's Civilization V

Great Spy (Brave New World)
141 Comments
Hail Gaben 10 Jun, 2023 @ 6:39pm 
I'm such a goober. I didn't look closely at the screenshots. Thank you for responding. If you didn't mention that the unit doesn't use the standard ability button i probably wouldn't have looked! Everything is working wonderfully now
Tomatekh  [author] 10 Jun, 2023 @ 9:11am 
It doesn't require any other mods, but I just tested a fresh install and found no issues. I can't really troubleshoot your problem without access to the lua error logs, but it sounds like the interface isn't showing up for you (if you use any edits to that?). Do the new interface elements shown in the screenshots on the Steam Workshop show up for you? The unit doesn't use the standard ability buttons as the mod had to create new ones, so the ability buttons are in a different place for the spy unit.
Hail Gaben 10 Jun, 2023 @ 4:37am 
Are there any required mods to use this? I tried it as the only activated mod but i still don't get options for spy operations. The great spy just acts like a scout but can't do anything else in my game
Tomatekh  [author] 9 Jun, 2023 @ 2:09pm 
@Pakulo Papito
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.
Hail Gaben 6 Jun, 2023 @ 11:10pm 
Bugged or broken. The GS is basically an invisible scout but can't be used for anything else. The functionality listed is there though because the AI civs can use them. There is no option for it's abilities when used by a human player. Please fix or update i really want to experience this mod fully!
ResistanceLion 2 May, 2021 @ 8:28pm 
@Tomatekh
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
Tomatekh  [author] 2 May, 2021 @ 4:09pm 
@ResistanceLion
Okay, thanks. I'll look into it and see if there's anything I can do on my end for compatibility.
ResistanceLion 1 May, 2021 @ 11:08am 
It might be uncompatible with JFD Civilizations or russian version of the game, on english it works great
Tomatekh  [author] 28 Apr, 2021 @ 7:45am 
The last time Civ V had a patch was a couple of years ago, and the mod was updated and fully compatible with it. So, I don’t see how it can be the latest version of the game causing issues.

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.
ResistanceLion 27 Apr, 2021 @ 2:14pm 
Nothing work from the Great Spy unique abilities on the latest version of the game.
Spacelab 22 Dec, 2020 @ 4:17pm 
Thanks for the reply, Tomatekh. I totally understand your reasons. And, as I said, your mod is already good the way it is now. I'm using it in all my games.
Tomatekh  [author] 22 Dec, 2020 @ 8:42am 
@Spacelab
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.
Spacelab 21 Dec, 2020 @ 1:37pm 
Nice mod, that brings more fun to the game.

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.
Tomatekh  [author] 11 Nov, 2020 @ 2:32pm 
@Walex
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.
Walex 3 Nov, 2020 @ 10:38am 
Any chance this will be updated with a modern day unit model? Cool with the ninja spy but thought I would ask anyways, thanks!
Tomatekh  [author] 13 Mar, 2020 @ 10:08am 
@RoxyRiku94
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.
RoxyRiku94 29 Feb, 2020 @ 1:12pm 
I've been pretty much enjoying this mod so far, makes espionage much more meaningful and fun unlike vanilla Civ 5 espionage.

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.
Tomatekh  [author] 14 Jun, 2019 @ 9:19am 
@Gummans Gubbe
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.
Gummans Gubbe 13 Jun, 2019 @ 11:32pm 
Thanks for a great addition to the game. I am currently in a game with a lot of mods, some civs, YnAEM and Events and Decisions. I will try another one after this using only the great spy mod.

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?
💖 Officer Hotpants 💖 12 Dec, 2018 @ 3:38pm 
I always wondered why they lobotomized the espionage system to the point of utter uselessness for Civ 5. Thank you for fixing Firaxis' mistake.
Lucius, the Heavenly Dragon 28 Aug, 2018 @ 6:20pm 
Thank you very much good Creator of Mods.
Tomatekh  [author] 28 Aug, 2018 @ 4:51pm 
The mod should work alongside reform and rule correctly. The beliefs are all done in lua and should not cause any interaction (the ai won't choose them, so you can just ignore them if you don't want them used in the game). The policy changes are also just a minor lua code so that two of the base policies will also grant 1 intelligence. If the reform and rule removes those policies it won't cause an issue, if it doesn't they will function normally as per reform and rule but also grant 1 intelligence,
Lucius, the Heavenly Dragon 27 Aug, 2018 @ 6:25pm 
Is there a way to remove the Policies and beliefs? I like reform and rule more than this so I can play without having to tradition to even try to win.
Tomatekh  [author] 7 Aug, 2018 @ 9:57am 
It should work as everything is handled through lua. I don't know how balanced it would be in the VP rules, tho.
Rough 7 Aug, 2018 @ 6:31am 
Hey Tomatekh, thanks for this. Any idea if it'd be compatible with Vox Populi?
Tomatekh  [author] 30 May, 2018 @ 11:05am 
30/5/18

- Misc minor adjustments
- Doubled the name list

Should have no issue with existing saves
Tomatekh  [author] 19 May, 2018 @ 9:20am 
19/5/18

-Misc. minor fixes should; should have no issues with existing saves.
Tomatekh  [author] 18 May, 2018 @ 6:09am 
Yeah, that would be caused by another mod. Something else you're using is preventing this mod's interface lua from running.
SkaarSmashKikou 17 May, 2018 @ 9:48pm 
When I start a new game, the mission menu appear, with no options on it, before I even start my first turn. Do it was due to an conflicting mod?
Tomatekh  [author] 9 May, 2018 @ 1:31pm 
Small hotfix to correct lua errors pointed out by техникакошка. Should still be compatible with old saves.
Tomatekh  [author] 28 Apr, 2018 @ 6:15pm 
Small hotfix to hopefully correct the anarchy issue pointed out by техникакошка. Should still be compatible with old saves.
friend robocat 26 Apr, 2018 @ 8:00pm 
Got the lua log here. Have added ya to my friend's list. Please accept.
Tomatekh  [author] 26 Apr, 2018 @ 7:24pm 
Something has to be firing wrong. The anarchy length is set to 1/4 your standard golden age length rounded down. Even at marathon speed this only maxes at 3-6 turns depending on if you have all the golden age increasing wonders/policies, etc.

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.
friend robocat 26 Apr, 2018 @ 7:22pm 
also, I see. I think something along those lines would also be great to offset players spamming missions against AIs - having to think about the diplomatic cost of their actions. Covert Operations mod does that already... but its hella buggy and the mod author doesn't seem to be doing anything to fix them atm. :/
friend robocat 26 Apr, 2018 @ 4:36pm 
Ok, I just tried a Medstart Duel to test this mod ingame... and I have to say Anarchy is ridiculuously overpowered, and that is saying something in a game with +1 range, keshiks, stealth bombers, Roosevelt. Like what is the point of taking anything else when you can cause 70 TURNS OF ANARCHY on a target civ... and if you do it again, it'll be 1,109 turns of anarchy???

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.
Tomatekh  [author] 26 Apr, 2018 @ 1:53pm 
The offending AI get negative diplomatic modifiers against them from the target if they repeatedly do missions against someone.
friend robocat 26 Apr, 2018 @ 1:12pm 
I haven't really tried this ingame yet -- having been watching AI plays... but do the AIs react diplomatically according to the severity of the Great Spy missions carried out against them? Like denouncing or even DOWing the perpertrators if they successfully caused anarchy in several cities or depopulated a certain amount of citizens?
Tomatekh  [author] 26 Apr, 2018 @ 9:41am 
I have a slight AI revamp already planned for whenever I have time to finish the next update that, among other things, will change how the AI prioritizes choosing which mission and have them keep a count of how frequently missions are waged against them and take more counter measures accordingly, which should help. I'll look into adding more options as well.
Tekamthi 26 Apr, 2018 @ 6:23am 
yeah it might be nice if AI had some easy-access defense options.. not sure what exactly, but in human hands the great spy is pretty OP vs AI.. or maybe nerf some missions a little somehow.. kidnap GP is a particular fave, that never seems to be waged against me (i've only played a few games w/ this mod so far)
friend robocat 25 Apr, 2018 @ 5:34pm 
Thank you, Tomatekh!
Tomatekh  [author] 24 Apr, 2018 @ 2:36pm 
@техникакошка
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.
friend robocat 24 Apr, 2018 @ 1:39pm 
Kept getting this runtime error in firetuner: "... MODS\Great Spy (Brave New World) (v 13)\Lua/Great Spy Scripts.lua:872: attempt to index local 'hPlayer' (a number value)"
Any fixes for this, Tomatekh? Thanks.
Tekamthi 22 Apr, 2018 @ 1:11pm 
thanks for replying -- I see what you mean re: sub invisibility. Good enough! Is there anything I can do to counter a rival spy in my territory? besides war?
Tomatekh  [author] 10 Apr, 2018 @ 9:43pm 
Just some small bug fixes, nothing major / shouldn't impact saves. Working on a content update for some time later.
dominicawb 10 Apr, 2018 @ 4:40pm 
Thanks for keeping up with this mod
Tomatekh  [author] 27 Mar, 2018 @ 5:36am 
@bojak

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.
bojak 26 Mar, 2018 @ 11:12pm 
Also, on an unrelated note, the "Cause Anarchy" mission is WAY overpowered. I got hit with two back-to-back sets of anarchy which lasted for 14 turns during which I lost a wonder race, failed to place in the International Games, and had a city taken from me as I could not produce anything in my cities.

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).
bojak 26 Mar, 2018 @ 11:12pm 
I don't know if you're still working on this mod, but I found a way to make recruiting partisans work for civilizations with unique units (courtesy of whoward's pick'n'mix mods)

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.

gabes2531 28 Jan, 2018 @ 4:22pm 
How do I condut espionage missions? Is there a technology, policy, or building required? Or does it require a certain amount of intelligence?
Tekamthi 30 Dec, 2017 @ 10:21am 
love this mod! when i use it, I can see enemy great spies in my borders, is this working as intended? if you're thinking of developing it further, I wonder if there is any way to make them invisible, or otherwise disguise them? (ie if they appeared like some other civilian to other players.. caravan, missionary, prophet)