Changing Espionage

Is it possible to modify the espionage system at all?  In TA, I seem to get spammed by agents all the time and it really takes the fun out the game for me.  I'd like to shut it off, but if I can't do that, I'd like to reduce the number of agents coming my way.

Thanks.

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Reply #1 Top
I suppose that can be done but only, indirectly in a number of different ways.
Say,

- General Espionage ability given a negative so huge in each RC.xml sections so that no race can reach the minimal amount of points to even build a single spy even if their slider is maxed out. Danger though, it may crush the expected 'customization points left' ratios.

- Cut the tech nodes altogether in a)the common tree & b)each unique ones. Long, extenuating process and editing tasks.

- Patch the code itself, by detecting the trigger_bolean_clause that activates the AI procedures for that particular call. Yet again, an EXTREMELY risky attempt unless someone knows exactly what to do -- IF they have the source code and -- IF the actual hex slot is tied with stack or dynamic memory -- IF the value is indeed a constant.

- Having the patience to simply wait for the v2.0 enhanced espionage system which will most probably solve many concerns. Loop spamming included.

Personally, i'll stick with number 4, okay. Not that i couldn't (or wouldn't) use any other solutions (as suggested above) rather easily.
:)
Reply #2 Top
Thanks,

I'll try giving the races a negative espionage value and see if that reduces the activity somewhat. Sounds like that may do the trick. If not, I'll just have to wait until more in-game options are available in the new version.