Addressing the Espionage Problem

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eddieballgame
Posts: 911
Joined: Wed Jun 29, 2011 2:50 am

Addressing the Espionage Problem

Post by eddieballgame »

Credit to 'FlashXAron_slith' & 'Mercbeast' for delving into this issue.
In the main directory's data folder is a folder named 'policy'.
In the folder are the 7 main (playable) races.
If you open each 'xml' file with notepad++, for example, scroll to the bottom to reveal these lines.

<IntelligenceMissionCounterIntelRatio>0.34</IntelligenceMissionCounterIntelRatio>
<IntelligenceMissionAggressiveness>1</IntelligenceMissionAggressiveness>
<IntelligenceMissionCaution>1</IntelligenceMissionCaution>
<IntelligenceMissionAllowSabotageConstruction>true</IntelligenceMissionAllowSabotageConstruction>
<IntelligenceMissionAllowStealTerritoryMap>true</IntelligenceMissionAllowStealTerritoryMap>
<IntelligenceMissionAllowStealGalaxyMap>true</IntelligenceMissionAllowStealGalaxyMap>
<IntelligenceMissionAllowStealOperationsMap>true</IntelligenceMissionAllowStealOperationsMap>
<IntelligenceMissionAllowStealTechData>true</IntelligenceMissionAllowStealTechData>
<IntelligenceMissionAllowSabotageColony>true</IntelligenceMissionAllowSabotageColony>
<IntelligenceMissionAllowDeepCover>true</IntelligenceMissionAllowDeepCover>
<IntelligenceMissionAllowDestroyBase>true</IntelligenceMissionAllowDestroyBase>
<IntelligenceMissionAllowAssassinate>true</IntelligenceMissionAllowAssassinate>
<IntelligenceMissionAllowInciteRevolution>true</IntelligenceMissionAllowInciteRevolution>

They are identical for each race & thus...very easy to modify for each race (if you want them to all be identical) by editing & pasting & copying.
Simply change 'true' to 'false' for any category you do not wish the race/races to be able to perform, such as stealing tech, or assassination, etc & problems solved. (?)
I have not tested this, but this does appear to be a quick solution for those that deem espionage too good or too bad. :)
Last edited by eddieballgame on Sat Mar 26, 2022 12:59 am, edited 2 times in total.
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frankycl
Posts: 402
Joined: Mon Mar 01, 2021 5:16 pm

Re: Addressing the Espionage Problem

Post by frankycl »

Yes, I also think that's a very good setscrew for those who want / are able to deal with xml-files - and a very good possibility to make the main races a bit more distinct, too (although it would need some balancing in other categories, I think). :D Thanks for sharing this. :)
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Iunnrais
Posts: 28
Joined: Sat Mar 12, 2022 3:00 am

Re: Addressing the Espionage Problem

Post by Iunnrais »

Might be fun to give each race ONE thing they can do with espionage. Let the cats steal tech, the bugs blow up stations, that sort of thing.
eddieballgame
Posts: 911
Joined: Wed Jun 29, 2011 2:50 am

Re: Addressing the Espionage Problem

Post by eddieballgame »

Iunnrais wrote: Sat Mar 26, 2022 12:04 am Might be fun to give each race ONE thing they can do with espionage. Let the cats steal tech, the bugs blow up stations, that sort of thing.
Interesting idea & with 10 choices + 3 attitude (?) adjustments, though not sure what the number range is; even more than 1 could be implemented for a variety of racial designs when that part gets fleshed out.
ramnblam
Posts: 216
Joined: Tue Jun 09, 2020 9:40 am
Location: Australia

Re: Addressing the Espionage Problem

Post by ramnblam »

Ah this is excellent thank you, my only REAL issue with the current implementation of the espionage system is tech stealing. Looking forward to starting a new game with trading and stealing turned off.
AKicebear
Posts: 670
Joined: Sat Jul 26, 2014 2:11 pm

Re: Addressing the Espionage Problem

Post by AKicebear »

Iunnrais wrote: Sat Mar 26, 2022 12:04 am Might be fun to give each race ONE thing they can do with espionage. Let the cats steal tech, the bugs blow up stations, that sort of thing.
This is a really excellent idea.
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