"You are a spy" WE WILL PROTECT OURSELF

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FlashXAron_slith
Posts: 190
Joined: Mon May 14, 2012 6:18 am

Re: "You are a spy" WE WILL PROTECT OURSELF

Post by FlashXAron_slith »

ramnblam wrote: Thu Mar 17, 2022 2:54 pm
FlashXAron_slith wrote: Thu Mar 17, 2022 10:12 am Okay started anew game with 1.0.2.0
AND MY MOD

Oh I should have used a higher counterespionage buff ...

I AM STILL STEALING TECH LIKE CRAZY , from around 50 tries, I am only being caught around 5 times ...
and my mod is enabled !!!!!!!!!!!! so all have 10% higher counterespionage !!!!!!!!!!!!!!!!

So mod should be 30% I think --- but too lazy to start a new game ...
Is there any easy way to turn off tech stealing? I turn off tech trading in every 4x game and stealing looks like it's the same just even more overpowered.

Same, that is why I hate it, that even before midgame, everyone has all techs, BECAUSE THAT DAMN PORATES already have ALL TECHS at the beginning of the game WTF

As I am only using a text editor to change values or insert some lines, that's it, not a Modder in anyway , prefer to play, but not possible atm, with that spy system ... sorry, only way I am able to do , is to make counterspy that high that all spies will be imprisoned --- but that means for all spying ...
maybe

counterspy 50% for all would work ... but as you don't see the counterspy value, when you do a project, I could only guess :shock:
ramnblam
Posts: 216
Joined: Tue Jun 09, 2020 9:40 am
Location: Australia

Re: "You are a spy" WE WILL PROTECT OURSELF

Post by ramnblam »

FlashXAron_slith wrote: Thu Mar 17, 2022 4:15 pm
ramnblam wrote: Thu Mar 17, 2022 2:54 pm
FlashXAron_slith wrote: Thu Mar 17, 2022 10:12 am Okay started anew game with 1.0.2.0
AND MY MOD

Oh I should have used a higher counterespionage buff ...

I AM STILL STEALING TECH LIKE CRAZY , from around 50 tries, I am only being caught around 5 times ...
and my mod is enabled !!!!!!!!!!!! so all have 10% higher counterespionage !!!!!!!!!!!!!!!!

So mod should be 30% I think --- but too lazy to start a new game ...
Is there any easy way to turn off tech stealing? I turn off tech trading in every 4x game and stealing looks like it's the same just even more overpowered.

Same, that is why I hate it, that even before midgame, everyone has all techs, BECAUSE THAT DAMN PORATES already have ALL TECHS at the beginning of the game WTF

As I am only using a text editor to change values or insert some lines, that's it, not a Modder in anyway , prefer to play, but not possible atm, with that spy system ... sorry, only way I am able to do , is to make counterspy that high that all spies will be imprisoned --- but that means for all spying ...
maybe

counterspy 50% for all would work ... but as you don't see the counterspy value, when you do a project, I could only guess :shock:
Hey Aron if I want to adjust the values to higher than 10% to say 30%, should I just adjust the CounterEspionage lines to 1.30?

Thanks :)
FlashXAron_slith
Posts: 190
Joined: Mon May 14, 2012 6:18 am

Re: "You are a spy" WE WILL PROTECT OURSELF

Post by FlashXAron_slith »

ramnblam wrote: Sat Mar 19, 2022 8:30 am
FlashXAron_slith wrote: Thu Mar 17, 2022 4:15 pm
ramnblam wrote: Thu Mar 17, 2022 2:54 pm

Is there any easy way to turn off tech stealing? I turn off tech trading in every 4x game and stealing looks like it's the same just even more overpowered.

Same, that is why I hate it, that even before midgame, everyone has all techs, BECAUSE THAT DAMN PORATES already have ALL TECHS at the beginning of the game WTF

As I am only using a text editor to change values or insert some lines, that's it, not a Modder in anyway , prefer to play, but not possible atm, with that spy system ... sorry, only way I am able to do , is to make counterspy that high that all spies will be imprisoned --- but that means for all spying ...
maybe

counterspy 50% for all would work ... but as you don't see the counterspy value, when you do a project, I could only guess :shock:
Hey Aron if I want to adjust the values to higher than 10% to say 30%, should I just adjust the CounterEspionage lines to 1.30?

Thanks :)
No that would be 130% ... so 0.30 would be 30% , there are three races which have already 0.2 , give them 0.4 , that are this special spy races !

<Bonus>
<Type>CounterEspionage</Type>

<Amount>0.30</Amount>

<AppliesTo>Empire</AppliesTo>
<FilterId>-1</FilterId>
<DiscoveryLevel>0</DiscoveryLevel>
</Bonus>
FlashXAron_slith
Posts: 190
Joined: Mon May 14, 2012 6:18 am

Re: "You are a spy" WE WILL PROTECT OURSELF

Post by FlashXAron_slith »

New Patch for DW 2 1.0.2.1
and changes in spying
INTELLIGENCE MISSIONS
• Increased difficulty of some intelligence missions, especially steal tech when targeting higher level
research projects
• Altered how intelligence mission success chance is calculated so that always a chance of failure
(even without counter-intelligence)
• Slightly increased effectiveness of counter intelligence missions (more likely to intercept enemy
spy missions)
____________________________________________________________________________

Even my last version for 1.0.2.0 was too few, the devs still loves their OP spies, so here we go a new version
You have to start a new game, yes once again :mrgreen: as it changes only the bonuses for the starting races

AND DON'T FORGET THERE IS ONE COUNTERESPIONAGE BUILDING in the tech tree to be unlocked
with +20% counterespionage

_________________________________________________________________________
So all other races Counterspy +30%
And Haakonish & Zenox +40% and 2 others

So when you are now using counterespionage , it should help
don't know, if it is once again enough or not, we will see ! :shock:

MOD gives ALL civ counterespionage bonus
File for 1.0.2.1
works as long as the races.xml will not be changed from a new patch

INSTALL
extract the file and overwrite the same file in the data directory in your game
Attachments
Races.zip
(18.19 KiB) Downloaded 16 times
Mercbeast
Posts: 16
Joined: Mon Mar 21, 2022 7:06 am

Re: "You are a spy" WE WILL PROTECT OURSELF

Post by Mercbeast »

It may be easier to just leave the counter intelligence race settings as is, and go into the policy settings in data/policy and just disable the espionage types you don't want the AI to use? The way this mod is set up currently, the moment you assimilate any other race into your empire, you get their counter espionage bonus as well. Which essentially makes it impossible for anyone to do any sort of spying at all by midgameish. I don't mind if the AI steals tech/maps/operations data. However, I don't want the AI spamming assassination/blow bases up stuff. So I'm gonna do a test game with just those ones turned off for the AI.
FlashXAron_slith
Posts: 190
Joined: Mon May 14, 2012 6:18 am

Re: "You are a spy" WE WILL PROTECT OURSELF

Post by FlashXAron_slith »

Yes have seen that now also, so the first version 1.0.2.1 is enough

and that is the problem of such games,
some buffs add together, so it get out of control, crazy damage ranges, jump ranges , scanners etc.
and sometimes only the highest buff count,
what is a lot better, as you know, what range it could have AND you are always in search for a better one,
location, tech etc.

They already have changed some items that way, but not all ...
should have done that with the spies also ...
only the highest count , but if you have 3 counterspies, you have to roll 3 times a dice etc.

The whole SPY part of the game shows, ADDING BUFFS together is the worst decision you could do !
as a gamedesign decision
--------------------------------------------------------------------------------------------------------------------------

Hope they look through their whole game and change everything to, ONLY THE HIGHEST VALUE COUNTS ...
good example for this is, AD&D , which is interesting , with all that items etc., against any looter crpg or shooter , which are dumbed down for the masses !

So think this one is the best version, with 10% BUFF for all ... should help special mid and late game, when all have mixed races
Attachments
Races (10-20).zip
(18.74 KiB) Downloaded 31 times
Coolio
Posts: 2
Joined: Thu Mar 24, 2022 1:35 am

Re: "You are a spy" WE WILL PROTECT OURSELF

Post by Coolio »

Hello, the mod looks great. Is it compatible with latest version (1.0.2.4)?
User avatar
Iunnrais
Posts: 28
Joined: Sat Mar 12, 2022 3:00 am

Re: "You are a spy" WE WILL PROTECT OURSELF

Post by Iunnrais »

Looks like 1.0.2.4 didn't touch Races.xml, so we should be good to go. If you want to be doubly sure, you can make this mod yourself by opening Races.xml, doing a search for

Code: Select all

<Type>CounterEspionage</Type>
and then putting in 0.10 or 0.20 as appropriate. (If it's currently 0, set to 0.10. If it's currently 0.10, set to 0.20)
FlashXAron_slith
Posts: 190
Joined: Mon May 14, 2012 6:18 am

Re: "You are a spy" WE WILL PROTECT OURSELF

Post by FlashXAron_slith »

Coolio wrote: Thu Mar 24, 2022 1:36 am Hello, the mod looks great. Is it compatible with latest version (1.0.2.4)?
Playing with 1027 atm myself, should work, as races haven't changed !
FlashXAron_slith
Posts: 190
Joined: Mon May 14, 2012 6:18 am

Re: "You are a spy" WE WILL PROTECT OURSELF

Post by FlashXAron_slith »

Iunnrais wrote: Thu Mar 24, 2022 11:27 am Looks like 1.0.2.4 didn't touch Races.xml, so we should be good to go. If you want to be doubly sure, you can make this mod yourself by opening Races.xml, doing a search for

Code: Select all

<Type>CounterEspionage</Type>
and then putting in 0.10 or 0.20 as appropriate. (If it's currently 0, set to 0.10. If it's currently 0.10, set to 0.20)
Na wouldn't work, as ONLY 3 races have the buff in the vanilla game, but there are over 20 or so in the game ...
you would have to insert the whole "bonus" block to that race ... like this ->

<Bonus>
<Type>CounterEspionage</Type>
<Amount>0.30</Amount>
<AppliesTo>Empire</AppliesTo>
<FilterId>-1</FilterId>
<DiscoveryLevel>0</DiscoveryLevel>
</Bonus>

but as it hasn't changed you could use the last version
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