Anyone still around?

I don't think so, though I have been tinkering with my own private modmod for a while.
 
Phungus is missing for a long time already, I remember when I downloaded this for the first time and the community was still alive. I remember updating to lor 0.9.9b and losing Cleopatra, Kim Jong Il, Hitler and the Polish Nation. It's sad he didn't continue this project.

The LoR Balance Tweaks tried to make it alive again but it seems it stopped too. I wasn't really interested in LoR tweaks as I didn't agree with most changes made to the game, but eventually with some healthy discussions we could agree enough for me to try it.

My dream is to start modding on LoR, but I'm still a moron on programming stuff, and my time is depleted trying to focus on college. At least I'm learning how to program on college, so I AM going to mod LoR eventually (and don't take me as a stupid guy who doesn't care for anyone, but I really don't care if the community will be alive again or not, I play this game every week since before LoR 0.9.9b, and I will make it better for me and my friends who play with me). Actually I think this uncaringness will be better in the first stages of modding, as our community is reduced to long standing Imp. Knoedel, and some players who pop here and there eventually.

As of now the only thing I already edited was the Random Events files, and I may upload them here if anyone wants.




The idea behind editing the Random Events was the total mess the creators made when doing this stuff. But before explaining why, I'll give a brief explanation to the exactly thing they messed with.

Random Events, for now on REs, as explained in here Random Events List, have two important numbers related to the chances they'll happen in game. The first is the Active number, and the second is the Weight number.

Active number is a percentage number (so ranging from 0 to 100) that will be thrown at the beginning of the game to check if this specific RE will be part of the possible REs to happen in this game. It's only checked once in the beginning of every game. It seems this is to randomize more the REs, so some events will occur only in certain games and not in all of them.

Weight number is any number between -1 and infinite. The weight is checked when a RE occurs. Imagine I'm on turn 200 and the check to see if I'll have a RE this turn returns positive, then the game will sum all possible events' weights and throw a dice (between 0 and the total) to see which one will happen, the bigger the weight the more chances this RE will occur instead of the others. -1 means it's going to happen any time the conditions are met (even if you shouldn't get a RE this turn). It's mostly used for quests being completed.

So the idea is that Active randomize the world and Weight gives a proper distribution to possible events. The mess comes exactly when the Active and Weight are so random that it makes false scenarios to the games:
- Similar events doesn't have the same weight;
- Rarely you have 100% active events, so there are games which won't have burning forests, mine collapses and partisans on burned cities;
- Some events have a so reduced Active number that you may never see them (the Noble Knights Quest have 15%)

But these are not the only things that are messed, there are events which only happen in Single Player, and most events only happen a single time for the whole world (and normally these are the good ones, as most of the bad ones can happen multiple times). So it actually favors the tech leader, as he unlocks the possibilities of good REs earlier, and when they happen, they can't happen anymore to anyone. And imagine now you don't have good REs available (and in the beginning this is common), so when a RE triggers this turn, it'll choose between road wash, forest fire or mine collapsing.

I remember a game I played with a friend where the Aztec started on a big island not connected to the rest of the Old World and it shared the archipelago with the Indians. Both discovered all the religions, and then the Aztec conquered the indians and got all religions. So it's obvious he became the tech leader for the rest of the game, and we only started seeing good events on the middle of the game, and they were mostly restricted to getting a small amount of gold (there are a lot of these). The aztec OTOH had unbeatable units, because he got all quests and good events.

Of course this is less unfair when you play an easy difficulty for your playing skills, on smaller maps and with a fast or normal gameplay speed, but as I stated before I like playing on Huge and Marathon, and I'm already playing on Deity for a long time.

My idea of modding is to make the game more realistic focusing on Huge, Marathon and the Totestra mapgen (a better mapgen based on Perfect World, which creates the closest to a real situation, with tectonics, air currents, different altitudes and mountain ranges).

So if anyone wants my modified REs I may post them here, and it's really easy to put them on your game, you just have to put the two files on the Events folder of LoR/Assets/XML, and preferably save a backup of the original ones if something wrong happens. These are the CIV4EventInfos.xml and CIV4EventTriggerInfos.xml. And I have a changelog to show everything I changed from the original to the modified one.

I hope we may make this project alive again. But my most desired change is to make the Trade Routes spreading faster, so we may play on bigger then Huge maps with lots of civs without the lag, but for this I have to change the DLL, so this will take time to understand.
 
I would like to take a look at your RE files plox.
 
Well here they are, I tried to upload both XML files but they were invalid for uploading, so I put them on a .zip file, you just have to extract them to LoR/Assets/XML/Events. The changelog will be here in spoils but you can download it on the end of my post too.

Now you need a small explanation to understand:

- If it's not listed, it didn't suffer any change besides the 100% Active for all. What's written is the modification from previous state. So if it's not written it follows the original setting;

Weight # (#) - Both numbers show the new and old values, so if it's not on the list it's the same as it was before. E.g. Weight 25 (100) means it's now 25 of weight and it was 100 in the original. I forgot to mention that Disabled Event Tsunami was enabled (you'll see Weight 1 (0)), so if you get confused a RE with 0 weight means it'll never occur by normal means. If you think weight 1 is too low, go to the link on my last post to see why Tsunami is weight 1 and it was disabled before that;

Global/Not Global - The Global field of REs dictate if it can happen for only one player or not, and combined with recurring creates 4 types (but only 3 are used): NotGlobal/NotRecurring - only once for every player, Global/NotRecurring - only once for the first who triggers it and none for everyone else, NotGlobal/Recurring - can happen multiple times for any player, Global/Recurring - The one that's not used, the idea would be it can happen multiple times but only for the first who triggers it. No RE uses the last configuration on the original nor on my modification;

recursive - Actually it should be called recurring, as it appears on the CIV4EventTriggerInfos, but I started using recursive and when I realized it was too late to change everything (too much work :p);

Building Multiply (Building) - well, this means a building multiplies the weight, so more buildings mean more chances. The ones with * are explained below;

Option: - This means an option of the event was changed in CIV4EventInfos;

* - Event characteristic not implemented/tested yet. The only cases of not tested are the Building Multiply ones, my intention in these is to let a specific building to multiply the weight of a RE but not be needed for it to occur. The rest are not implemented yet;

** - Random Event not edited yet. Everything under a RE with ** are thoughts to be implemented;

Spoiler :
#All probabilities set to 100% (excluding default disabled events and Bermuda Triangle)


#---------------------------------------------------#
# **City Ruins:
recursive;
No obsolescence;
reduces %tech per era;
increases likelihood per era;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Motherload:
recursive;
Weight: 100 (200);
Added Silver as option;
#
#---------------------------------------------------#

#---------------------------------------------------#
# At the Sword:
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# A Man Named Jed:
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Inspired Mission:
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Hymns and Sculptures:
Not Global;
Weight: 25 (200);
BuildingMultiply;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Careless Apprentice:
Weight: 50 (200);
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Famine:
Multiplayer;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Blessed Sea:
Weight 500 (300);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Airliner Crash:
Multiplayer;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Holy Mountain:
Weight: 500 (200);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Horticulture:
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Fugitive:
Multiplayer;
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Pestilence 1/2:
Weight: 25 (100);
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Marathon:
Weight: 1000 (800);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Faux Pas:
Multiplayer;
Not Global;
Recursive;
Weight: 50 (100);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Joyous Wedding:
Multiplayer;
Recursive;
Weight: 100 (200);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Wedding Feud:
Multiplayer;
Recursive;
Weight: 100 (200);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Left at the Altar:
Multiplayer;
Recursive;
Weight: 75 (100);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Spicy:
Not Global;
Weight: 50 (100);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Tornado:
Weight: 100 (200);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Bard's Tale:
Recursive;
Weight: 50 (200);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Looters:
Weight: 200 (100);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Brothers in Need:
Weight: 200 (1000);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Hurricane:
Weight: 25 (100);
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Cyclone:
Weight: 25 (100);
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Tsunami:
Weight: 1 (0);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Monsoon:
Weight: 25 (100);
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Volcano:
Weight: 20 (100)
#
#---------------------------------------------------#

#---------------------------------------------------#
# Dustbowl:
Weight: 75 (100)
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Parrots:
Weight: 20 (50);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Jade:
Weight: 20 (50);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Black Pearls:
Weight: 20 (50);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Saltpeter:
Weight: 10 (20);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Clunker Coal:
Weight 12 (50);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Sour Crude:
Weight: 12 (50);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Truffles:
Weight: 10 (20);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Sea Turtles:
Weight: 15 (20);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Tin:
Weight: 20 (50);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Prairie Dogs:
Weight: 20 (50);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Ice Sculptures:
Weight: 20 (100);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Appleseed:
Weight: 20 (50);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Mining Accident:
Weight: 100 (200);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Breakthrough:
Weight: 25 (50);
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Setback:
Weight: 15 (30);
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Great Depression:
Weight: 10 (100);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Bermuda Triangle:
Weight: 10 (100);
Not Global;
Recursive;
Disabled (Pending General Immunity);
*General immunity (python =/ );
#
#---------------------------------------------------#

#---------------------------------------------------#
# Patron of Knowledge:
Weight: 20 (200);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Master Smith:
Weight: 10 (100);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Rural Farmers:
Weight: 10 (100);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Money Changers:
Weight: 10 (100);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Bowyer:
Weight: 5 (50);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Horseshoe:
Weight: 5 (50);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Champion:
Weight: 5 (50);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Motor Oil:
Weight: 2 (200);
Not Global;
BuildingMultiply(Labs)*;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Federal Reserve:
Weight: 2 (200);
Not Global;
BuildingMultiply(Banks)*;
Option: 1000 gold (100);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Electric Company:
Weight: 100 (200);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Hindenberg:
Weight: 200 (500);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Comet Fragment:
Weight: 10 (100);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Subway:
Weight: 4 (400);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Gold Rush:
Weight: 300 (500);
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Influenza:
Weight: 200 (400);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# **Solo Flight:
Multiplayer python restriction
#
#---------------------------------------------------#

#---------------------------------------------------#
# Antelope:
Weight: 50 (200);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Whale of a Thing:
Weight: 50 (100);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Hi Yo Silver:
Weight: 50 (200);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Wining Monks:
Weight: 50 (100);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Independent Films:
Weight: 50 (100);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Ancient Olympics:
Weight: 100 (400);
Multiplayer;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Modern Olympics:
Weight: 300 (500);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Earth Day:
Multiplayer;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Axe Haft:
Weight: 5 (200);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Tower Shield:
Weight: 5 (200);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Smokeless Powder:
Weight: 5 (200);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Stronger Fittings:
Weight: 5 (200);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Firing Pins:
Weight: 5 (200);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Rifled Cannon:
Weight: 5 (200);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Metal Decks:
Weight: 5 (200);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Long Range Fighters:
Weight: 5 (200);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Halberd:
Weight: 5 (200);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Reinforced Hull:
Weight: 5 (200);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Cigarette Smoker:
Weight: 75 (200);
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# **Heroic Gesture:
Python restriction single player only;
#
#---------------------------------------------------#

#---------------------------------------------------#
# **Great Mediator:
Python restriction single player only;
#
#---------------------------------------------------#

#---------------------------------------------------#
# **Forty Thieves:
Try to make subject more generic for non-global and recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Ancient Texts:
Weight: 100 (200);
Not Global;
Obsoletes: Modern Era Techs
*Sync w/ museums in the future
#
#---------------------------------------------------#

#---------------------------------------------------#
# Waters of Life:
Weight: 100 (200);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Impact Crater:
Weight: 5 (200);
Recursive;
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Huns/Vandals/Goths/Philistines/Aryans:
Weight: 20 (200);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Holy Ritual:
Weight: 50 (200);
Recursive;
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Security Tax:
Weight: 50 (500);
Recursive;
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Literacy:
Weight: 200 (100);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Farm Plows:
Weight: 50 (100);
Recursive;
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Stained Glass:
Weight: 50 (100);
Recursive;
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Marble Statues:
Weight: 50 (100);
Recursive;
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Crab Cakes:
Weight: 50 (100);
Recursive;
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Boilers:
Weight: 50 (100);
Recursive;
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Personal Computers:
Weight: 50 (100);
Recursive;
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Fuel Additives:
Weight: 50 (100);
Recursive;
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Hamburguer Joint:
Weight: 50 (100);
Recursive;
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Tea:
Weight: 50 (100);
Recursive;
Not Global;
Multiplayer;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Fashion:
Weight: 50 (100);
Recursive;
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Thoroughbred:
Weight: 50 (100);
Recursive;
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Girls Best Friend:
Weight: 50 (100);
Recursive;
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Banana Split:
Weight: 50 (100);
Recursive;
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Best Defense:
Weight: 500 (400);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Miracle:
Weight: 20 (200)
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Esteemed Playwright:
Weight: 20 (200)
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Secret Knowledge:
Weight: 20 (200)
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# High Warlord:
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Spoiled Grain:
Weight: 75 (200);
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Angel of Mercy:
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Chilly Flight:
Option: +5 gpt (+2);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Industrial Fire:
Weight: 50 (200);
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Laboratory:
Weight: 75 (200);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Experienced Captain:
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Heresy:
Weight: 75 (200);
Not Global;
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# New Dynasty:
Weight: 75 (100);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Crisis in the Senate:
Weight: 75 (100);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Too Close to Call:
Weight: 75 (100);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Charismatic:
Weight: 75 (100);
Not Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Civ Game:
Global;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Immigrants:
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Controversial Philosopher:
Weight: 500 (1000);
#
#---------------------------------------------------#

#---------------------------------------------------#
# Defecting Agent:
Weight: 50 (100);
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Jail:
Weight: 50 (100);
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Spy Discovered:
Weight: 25 (100);
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Nuclear Protests:
Weight: 100 (120);
Recursive;
#
#---------------------------------------------------#

#---------------------------------------------------#
# Broken Dam:
Weight: 50 (100);
Recursive;
#
#---------------------------------------------------#

 

Attachments

  • Random Events Changes.txt
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  • Random Events.zip
    38.2 KB · Views: 230
Hello

I've made some fairly significant SDK changes to LoR actually and will probably release them soon. I started off trying to improve the AI, so I've imported some K-Mod into LoR and it seems to have worked. I've also added my own version of dynamic difficulty: giving the AI bonuses when the human is far ahead. It's not to everyone's taste but I think it makes for a much more fun game when the AI keeps up with the human for the entire game rather than being able to pull ahead to much.

I've just finished won a domination game at epic speed on a huge perfect world mod with these changes and I think it's the most fun civ game I've ever played (I usually rarely play to the end).

I've also made a few other rule changes, I've imported Afforess' AA stack code, killmeplease's defender withdrawal, the ability for planes to sink ships etc. and made some changes to Dales Combat Mod to make it less "cheaty".

I'm a programmer so I'm quite happy making changes to the SDK, so maybe I could help out with some sort of collaborative mod. Work/life do keep me pretty busy too though so I'm not sure how much time I could spend.

My main concern with my mod so far is that I've made a lot of changes that suit me but not everyone might like, so I'm going to work on making it more customizable via XML next, and then I'll release a version if there is interest.
 
Lean and I will be taking care of an Earth map and matching scenarios--once we have the map ready we'll unveil it and proceed to make Earth scenarios with it. If anyone would like to collaborate once the base map is ready, we'd be really glad.
 
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