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  1. rsc2a

    Events system brainstorm

    One of the conditionals you can set to make an event viable is policy. Under the Events table, there is a column for 'RequiredPolicy". For the religious events, I've just set the religion-specific dummy policy as a required policy to start the particular religious event chain. Once you fire the...
  2. rsc2a

    Event Balancing

    For the corporation events, I modified them so they are a bit more unique to each Corporation that before. Here is what the new Corporation events would look like compared to the old: Under the new City-level events, Event 2 is highlighted because I am considering changing to so that there...
  3. rsc2a

    Event Balancing

    What I have developed thus far gives the player the option of either one. I don't understand what kind of events you are talking about.
  4. rsc2a

    Events system brainstorm

    I had thought about doing just that. But I'm not sure with this... function OnReligionFoundDummy(ePlayer, eHolyCity, eReligion, eBelief1, eBelief2, eBelief3, eBelief4, eBelief5) ...which eBeliefx corresponds to the founder. I would assume it's eBelief2 but I'm not sure. I thought this way was...
  5. rsc2a

    Events system brainstorm

    What I was attempting to do was take the code that azum4roll provided and adjust it to take care of Byzantium. Thinking is that a) You found a religion. b) Code runs. Checks what founder belief you selected and gives you a dummy policy based on the founder. (The religious events condition...
  6. rsc2a

    Events system brainstorm

    I think this would be the correct modifications to the latest code if I wanted to shuffle the tOwnedBelief and return early as @azum4roll proposed, right?
  7. rsc2a

    Events system brainstorm

    Yes. That is the intention. The idea is that you found a religion and, based on whichever founder you pick, it gives you a dummy policy. I do think I might have to modify it somehow to account for Byzantine possibly picking two founders but I'm not sure how to do that just yet (unless someone...
  8. rsc2a

    Events system brainstorm

    Reviewing the lua logs, it's telling me I'm throwing an error in my religious events code: Here's the error I'm getting: [448149.968] Syntax Error: C:\...\LUA/ReligionEventsLUA.lua:38: '<eof>' expected near 'end' [448149.984] Runtime Error: Error loading C:\...\LUA/ReligionEventsLUA.lua.
  9. rsc2a

    Events system brainstorm

    How do you see if a dummy policy is active? For the religious events, I've got a lua script that runs on founding to create a policy based on which religion you went with. Which religious events you get then use that dummy policy to know which event chain to use. I'm just not sure how to see if...
  10. rsc2a

    Event Balancing

    I'm thinking for empire-wide events and trying to come up with balancing numbers. I've got baseline assumptions as follows: 8 non-puppet cities as the standard 3 non-guild specialists per city (industrial and later), 2 non-guild specialists per city (pre-industrial) 12 corporation monopoly...
  11. rsc2a

    Events system brainstorm

    Sounds like it could work. You might have to set simultaneous events so you could set a "neighbor" flag similar to how I'm setting "NoCoast" and "NoRiver" tags. Then you would have the second event trigger base on which flag the city had. I finally figured out (with help on here) how to put my...
  12. rsc2a

    Events system brainstorm

    Yes. It is one of several events (5 so far) with multiple ways to fire. I mostly used your ideas so there are three different versions that offer some arrangement of six choices (border growth, gold, free military unit, chance of free citizen*, free culture, and free worker). When the event...
  13. rsc2a

    (7a) VP Events Overhaul (Expansion Pack system)

    It's a first step so I can get some play-testing and feedback without people having to miss out on the system they may already be used to. The whole goal (based on community feedback) is to re-imagine the events system based on these expansion packs so players could pick and choose the packs...
  14. rsc2a

    Events system brainstorm

    ...more frequent but also weighted more heavily to occur when certain conditions were right... That's the plan. In my "Direction I'm Thinking So Far" section, you can see which event choices would trigger revolts, uprisings, etc. Some event choices don't, but some (e.g. adopting centralized...
  15. rsc2a

    Events system brainstorm

    I've started flowcharting a BYOA-style set of policy events. Thoughts on the direction I'm thinking so far? I'm thinking regular revolts, rebellions, religious uprisings, the interior isn't safe so keep soldiers close by if you want to keep your cities. I am a bit concerned that this will be...
  16. rsc2a

    (7a) VP Events Overhaul (Expansion Pack system)

    You might already know how to do this but I figured I'd post the example for others that do not. Here is how you would do this: If you are playing with this mod, you must disable the events in the (1) Community Patch and (2) Vox Populi. If you play with (7) Community Events, you must disable...
  17. rsc2a

    Possibility of bringing success chance back to espionage system

    Experience doesn't help relations but it does net more delegates for world congress trades.
  18. rsc2a

    (7a) VP Events Overhaul (Expansion Pack system)

    Yes, I believe that's the way it's coded.
  19. rsc2a

    (7a) VP Events Overhaul (Expansion Pack system)

    Go on to the (1) Community Patcg and (2( Vox Populi. civmod folder and under <UpdateDatabase> put <!-- filename --> attend the event files. I'll screen shot an example when I get a chance.
  20. rsc2a

    VP Events Overall (Expansion Pack System) 1

    The goal of this mod is to re-balance and expand both the core VP events and the (7) Community Events mod so there is more variety for those that use the events system. Primary objective of the mod is to: Re-balance events so there is a more evenly distributed range of good/neutral/bad events...
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