Espionage modding

help me galcivforums, you're my only hope.

I typed out a long post about my searches and coming up dry, but the forum ate it. So, I'll leave it short this time:

Is there a way to give colonies and capitals the spy-warding effect of a counter espionage building?  Or, is there another way to limit spies to their civ-wide general spying (or turn them off completely if need be).  I've tried setting <CanHaveAgents> to 0 for all buildings in Data/English/PlanetImprovements.xml but it didn't seem to work (might have to start a new game?).

Thanks

-Neb 

2,882 views 2 replies
Reply #1 Top

You do have to start a new game, yes.  In fact, if memory serves, you have to exit GC2 -and- start a new game-it reads the XML files in at startup.

As far as I'm aware that tag should be sufficient, but to be honest I haven't tested it.

Although it doesn't appear as though the CEC's effect itself is moddable; it looks hardcoded.

Reply #2 Top

Quoting Sole, reply 1
You do have to start a new game, yes.  In fact, if memory serves, you have to exit GC2 -and- start a new game-it reads the XML files in at startup.

As far as I'm aware that tag should be sufficient, but to be honest I haven't tested it.

Although it doesn't appear as though the CEC's effect itself is moddable; it looks hardcoded.
End of Sole's quote

 

Thanks, I managed to get it working last night.  I didn't realize so much was kept in the save as opposed to just grabbing the original file every time you start up a game.  thanks for your help.