At the request of Black_Imperator, I have expanded upon his original FFH More Events Modmod (his older version is here). The download link for the new Expanded version is found here.
All the events from FFH More Events mod are still included, now updated to patch M, and 24 new random events are also added by me, Ostar. About three-quarters of them are my creation, the others come from the 'Ideas Needed: Common Events' thread. A full list of new events (spoilerish) are in posts below.
The original "FFH More Events Modmod" events also now incorporate the bug fixes and streamlining that Sephi applied to them in the "Wildmana" mod. I proofread them and fixed some spelling and grammar errors.
Also I noticed all but 1 of the More Events events were set to possibly recur multiple times per player throughout the game, unlike almost all FFH events which are set to only occur once per player. So I set the tag (bRecurring) to 0 from 1 for most every event to make the More Events events in line with all other events. Some that seemed likely to recur (plague, a few others) I kept at 1 to allow for a reoccurence.
A few "More Events Modmod" events were still a little bugged or could trigger too early, so I tweaked them.
Specifically:
Redecoration (Palace) - could trigger before the player even had the chance of having Marble/Gold/Copper, so I set PreReq Techs to Mining and Masonry.
Skilled Jeweler - had a bug where some civs could get the wrong building (like Luichirp a Pallens Engine), so fixed that.
Traveller - all the choices require gold, so I set the trigger to check for a minimum gold amount.
Board Game - set the PreReq Tech to Writing from None, added a check for minimum gold since all choices require that.
Ancient Burial - fixed a potential bug by checking for the Plot being Empty first.
Younger Council - set the PreReq Tech to Education from None.
That Kind of Day - fixed from firing continually for the Clan, since the original python code keep seeing their own units as Barbarians too.
A couple of events that were pointless for Infernal civs, like Cookbook, I set a python filter (canTriggerInfernalFilter) for them to not trigger on.
Everyone is encouraged to import any or all of theses events for their use. I have code commented almost every file below where possible to show what changes from the original FFH files occurred.
Also included are a Event with Images for FFH compatible xml and event image dds files for those who want to use my Events with Images for FFH modmod as well.
All the events from FFH More Events mod are still included, now updated to patch M, and 24 new random events are also added by me, Ostar. About three-quarters of them are my creation, the others come from the 'Ideas Needed: Common Events' thread. A full list of new events (spoilerish) are in posts below.
The original "FFH More Events Modmod" events also now incorporate the bug fixes and streamlining that Sephi applied to them in the "Wildmana" mod. I proofread them and fixed some spelling and grammar errors.
Also I noticed all but 1 of the More Events events were set to possibly recur multiple times per player throughout the game, unlike almost all FFH events which are set to only occur once per player. So I set the tag (bRecurring) to 0 from 1 for most every event to make the More Events events in line with all other events. Some that seemed likely to recur (plague, a few others) I kept at 1 to allow for a reoccurence.
A few "More Events Modmod" events were still a little bugged or could trigger too early, so I tweaked them.
Specifically:
Redecoration (Palace) - could trigger before the player even had the chance of having Marble/Gold/Copper, so I set PreReq Techs to Mining and Masonry.
Skilled Jeweler - had a bug where some civs could get the wrong building (like Luichirp a Pallens Engine), so fixed that.
Traveller - all the choices require gold, so I set the trigger to check for a minimum gold amount.
Board Game - set the PreReq Tech to Writing from None, added a check for minimum gold since all choices require that.
Ancient Burial - fixed a potential bug by checking for the Plot being Empty first.
Younger Council - set the PreReq Tech to Education from None.
That Kind of Day - fixed from firing continually for the Clan, since the original python code keep seeing their own units as Barbarians too.
A couple of events that were pointless for Infernal civs, like Cookbook, I set a python filter (canTriggerInfernalFilter) for them to not trigger on.
Everyone is encouraged to import any or all of theses events for their use. I have code commented almost every file below where possible to show what changes from the original FFH files occurred.
Also included are a Event with Images for FFH compatible xml and event image dds files for those who want to use my Events with Images for FFH modmod as well.