Civ4EspionageMissionInfo: Difference between revisions
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The Civ4EspionageMissionInfo contains all of the information for espionage missions that spies can carry out. | |||
All tags must be opened and closed; the first is the "open", the second the "close" tag. If nothing goes inside a "list tag", then it should just be the opening tag with a "/" before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values. | |||
==Tags== | |||
===Text=== | |||
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0" | |||
|- | |||
! style="background:#efefef;" | Tag Name | |||
! style="background:#efefef;" | Description | |||
|- | |||
!Type | |||
|The Internal name for the espionage mission | |||
|- | |||
!Description | |||
|Refers to a tag in the Civ4GameTextInfos_Objects file that stores the in-game name of the Mission. | |||
|- | |||
!TechPrereq | |||
|The Prerequisite tech needed to conduct this mission. | |||
|} | |||
===Integers=== | |||
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not. | |||
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0" | |||
|- | |||
! style="background:#efefef;" | Tag Name | |||
! style="background:#efefef;" | Description | |||
|- | |||
!iBuyCityCostFactor | |||
|A percentage that makes the mission cost different amounts, depending on the gamespeed and base mission cost. If successful, the mission will convert the city to the players team. (This tag is not used in BTS, but is fully functional). | |||
|- | |||
!iBuyTechCostFactor | |||
|A percentage that adjusts the mission cost based on how much research went into the technology. | |||
|- | |||
!iBuyUnitCostFactor | |||
|A percentage that makes the mission cost different amounts, depending on the production cost of the unit. If successful, the mission will convert the unit to the players team. | |||
|- | |||
!iCityInsertCultureAmountFactor | |||
|Converts a percentage of the city's culture to your culture. (A value of 5 will convert 5% of the city culture) | |||
|- | |||
!CityInsertCultureCostFactor | |||
|Makes the mission cost a certain amount based on the existing culture already in the city. | |||
|- | |||
!iCityPoisonWaterCounter | |||
|The number of turns that poisoning the city water will take effect. | |||
|- | |||
!iCityRevoltCounter | |||
|The number of turns that the city will be in revolt. | |||
|- | |||
!iCityUnhappinessCounter | |||
|The number of turns that formenting unrest will take effect. | |||
|- | |||
!iCost | |||
|The Base Espionage Point cost the mission will require | |||
|- | |||
!iCounterespionageNumTurns | |||
|The number of turns that the counter espionage modifier applies. | |||
|- | |||
!iCounterespionageMod | |||
|A percentage that makes espionage missions carried out by the victim harder. It lasts for the number of counter espionage turns. | |||
|- | |||
!iDestroyBuildingCostFactor | |||
|A percentage that makes the mission cost different amounts, depending on the production cost of the building. If successful, the mission will destroy the target. (500 will make the mission cost 5 times the production cost of the building). | |||
|- | |||
!iDestroyProjectCostFactor | |||
|A percentage that makes the mission cost different amounts, depending on the production cost of the project. If successful, the mission will destroy the target. (500 will make the mission cost 5 times the production cost of the project) | |||
|- | |||
!iDestroyProductionCostFactor | |||
|A percentage that makes the mission cost different amounts, depending on the amount of hammers already invested in the object. If successful, the mission will reset the cities current production. | |||
|- | |||
!iDestroyUnitCostFactor | |||
|A percentage that makes the mission cost different amounts, depending on the production cost of the unit. If successful, the mission will destroy the target. (500 will make the mission cost 5 times the production cost of the unit) | |||
|- | |||
!iDifficultyMod | |||
|Modifies how difficult the mission is to carry out. (A value of 50 will make the mission 50% more difficult to carry out) | |||
|- | |||
!SwitchCivicCostFactor | |||
|A percentage that adjusts the mission cost based on how much the target nation likes the civic. | |||
|- | |||
!iStealTreasureTypes | |||
|Steals a percentage of the player's gold. (A value of 100 will steal all of the players gold). | |||
|- | |||
!iSwitchReligionCostFactor | |||
|A percentage that adjusts the mission cost based on how much the target nation likes the religion. | |||
|- | |||
!iPlayerAnarchyCounter | |||
|The number of turns the target nation will be in anarchy (This tag is not used in BTS, but works). | |||
|- | |||
!iVisibility | |||
|Used to turn on city visibility (Only 0 or 1 will have any effect. I don't know why Firaxis didn't make this Boolean.) | |||
|} | |||
===Boolean=== | |||
All of these can either be 1 (on, or true) or 0 (off, or false). Be careful, as you can wind up with a double-negative, which the game will interpret as "True". | |||
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0" | |||
|- | |||
! style="background:#efefef;" | Tag Name | |||
! style="background:#efefef;" | Description | |||
|- | |||
!bIsPassive | |||
|Whether the mission needs to be activated by the player, or occurs passively. (Ex: Seeing inside enemy cities with spies) | |||
|- | |||
!bIsTwoPhases | |||
|Whether, after selecting the mission, a more in-depth secondary screen needs to appear. (Ex. Sabotaging a building consists of two phases) | |||
|- | |||
!bTargetsCity | |||
|If the mission can only be carried out in a city. | |||
|- | |||
!bSelectPlot | |||
|If the mission requires a unit to be on a game tile. (Examining foreign countries research is considered a espionage mission and does not require a tile) | |||
|- | |||
!bInvestigateCity | |||
|If the mission allows the unit to investigate an enemy city. | |||
|- | |||
!bSeeDemographics | |||
|If the mission allows you to see the statistics for the country. | |||
|- | |||
!bNoActiveMissions | |||
|If the mission requires no other active missions to be taking place. | |||
|- | |||
!bSeeResearch | |||
|If the mission allows you to see the current research progress of the target nation. | |||
|- | |||
!bDestroyImprovement | |||
|If the mission destroys the improvement that the spy is on. | |||
|} |
Revision as of 23:10, 4 February 2010
The Civ4EspionageMissionInfo contains all of the information for espionage missions that spies can carry out.
All tags must be opened and closed; the first is the "open", the second the "close" tag. If nothing goes inside a "list tag", then it should just be the opening tag with a "/" before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.
Tags
Text
Tag Name | Description |
---|---|
Type | The Internal name for the espionage mission |
Description | Refers to a tag in the Civ4GameTextInfos_Objects file that stores the in-game name of the Mission. |
TechPrereq | The Prerequisite tech needed to conduct this mission. |
Integers
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.
Tag Name | Description |
---|---|
iBuyCityCostFactor | A percentage that makes the mission cost different amounts, depending on the gamespeed and base mission cost. If successful, the mission will convert the city to the players team. (This tag is not used in BTS, but is fully functional). |
iBuyTechCostFactor | A percentage that adjusts the mission cost based on how much research went into the technology. |
iBuyUnitCostFactor | A percentage that makes the mission cost different amounts, depending on the production cost of the unit. If successful, the mission will convert the unit to the players team. |
iCityInsertCultureAmountFactor | Converts a percentage of the city's culture to your culture. (A value of 5 will convert 5% of the city culture) |
CityInsertCultureCostFactor | Makes the mission cost a certain amount based on the existing culture already in the city. |
iCityPoisonWaterCounter | The number of turns that poisoning the city water will take effect. |
iCityRevoltCounter | The number of turns that the city will be in revolt. |
iCityUnhappinessCounter | The number of turns that formenting unrest will take effect. |
iCost | The Base Espionage Point cost the mission will require |
iCounterespionageNumTurns | The number of turns that the counter espionage modifier applies. |
iCounterespionageMod | A percentage that makes espionage missions carried out by the victim harder. It lasts for the number of counter espionage turns. |
iDestroyBuildingCostFactor | A percentage that makes the mission cost different amounts, depending on the production cost of the building. If successful, the mission will destroy the target. (500 will make the mission cost 5 times the production cost of the building). |
iDestroyProjectCostFactor | A percentage that makes the mission cost different amounts, depending on the production cost of the project. If successful, the mission will destroy the target. (500 will make the mission cost 5 times the production cost of the project) |
iDestroyProductionCostFactor | A percentage that makes the mission cost different amounts, depending on the amount of hammers already invested in the object. If successful, the mission will reset the cities current production. |
iDestroyUnitCostFactor | A percentage that makes the mission cost different amounts, depending on the production cost of the unit. If successful, the mission will destroy the target. (500 will make the mission cost 5 times the production cost of the unit) |
iDifficultyMod | Modifies how difficult the mission is to carry out. (A value of 50 will make the mission 50% more difficult to carry out) |
SwitchCivicCostFactor | A percentage that adjusts the mission cost based on how much the target nation likes the civic. |
iStealTreasureTypes | Steals a percentage of the player's gold. (A value of 100 will steal all of the players gold). |
iSwitchReligionCostFactor | A percentage that adjusts the mission cost based on how much the target nation likes the religion. |
iPlayerAnarchyCounter | The number of turns the target nation will be in anarchy (This tag is not used in BTS, but works). |
iVisibility | Used to turn on city visibility (Only 0 or 1 will have any effect. I don't know why Firaxis didn't make this Boolean.) |
Boolean
All of these can either be 1 (on, or true) or 0 (off, or false). Be careful, as you can wind up with a double-negative, which the game will interpret as "True".
Tag Name | Description |
---|---|
bIsPassive | Whether the mission needs to be activated by the player, or occurs passively. (Ex: Seeing inside enemy cities with spies) |
bIsTwoPhases | Whether, after selecting the mission, a more in-depth secondary screen needs to appear. (Ex. Sabotaging a building consists of two phases) |
bTargetsCity | If the mission can only be carried out in a city. |
bSelectPlot | If the mission requires a unit to be on a game tile. (Examining foreign countries research is considered a espionage mission and does not require a tile) |
bInvestigateCity | If the mission allows the unit to investigate an enemy city. |
bSeeDemographics | If the mission allows you to see the statistics for the country. |
bNoActiveMissions | If the mission requires no other active missions to be taking place. |
bSeeResearch | If the mission allows you to see the current research progress of the target nation. |
bDestroyImprovement | If the mission destroys the improvement that the spy is on. |