No, Blight is a fixed event that always occurs around AC 40. Pestilence is a repeatable event that can happen anytime the counter is 40 or higher. Its fairly rare but unlike all the other armageddon events it can strike anytime.
Pestilence sounds very cool. Personally I think that all of the Armageddon Events should be random, but have certain minimum AC requirements and have a likelihood dependent on the AC as well. The same old events are getting boring because they are too predictable for experienced players. Random AC events would be far more interesting.
@AMBusam- in light of all the fixes in "0.31" Im probably going to wrap everything we have so far and release it tomorrow as a 0.30 patch. I think thats better than waiting for a full 0.31 release to get bug fixes (and as a bonus you get the tweaks and additions that are in).
Sounds good. I was hoping that we could get this soon, and but didn't want to download too much or to slow down progress on either the mainmod or my modmod. This looks like an excellent base for the second version Magister Modmod. It also means that I can get back to my homework instead of tweaking my modmod tonight, since I'd have to add it to the next version of the game anyway.
Assuming that this patch doesn't break things terribly, I think it should be the last version of .30 and that .31 should be delayed until you have implemented a more mechanics. That would give me time to update my modmod, and help the mod move forward faster. I'm
really hoping for the mechanic and the Hinterlands "limiting what tiles a civ can own or enter until certain technologies) mechanic (please also make these open to modding in xml/ python, and allow different units/unitcombats to move through terrains at different techs). Also, please go ahead and remove the "2 cities on the same landmass" requirement for liberating colonies in .31. there are already simple modmods that do this from which you could borrow, but it does require C++ (which is beyond me)
There are also a few xml changes that I thought I'd request, possibly for the next patch and definitely for the real .31. These would all be extremely helpful to modmoders:
1. add a civic prereq tag to CIV4SpellInfos.xml
2. add a prereq alignment tag to CIV4SpellInfos.xml
3. add a block alignment tag to CIV4SpellInfos.xml
4. add a block alignment tag to CIV4UnitInfos.xml
5. add a <PyPerTurn tag> to CIV4UnitInfos.xml (working just like the tag in CIV4PromotionInfos.xml)
6. add more python tags to CIV4UnitInfos.xml and CIV4PromotionInfos.xml, which would be called when the unit is created, killed, is un-summoned, fights a battle, kills a unit, captures a unit, when a promotion wears off, when a unit gains a level, when a unit is upgraded, when a unit moves, etc.
7. allow many of the tags in the CIV4SpellInfos.xml file to take a python function that returns a number (or maybe even returns boolean, a promotion, unitcombat, unit class, unit, etc., depending on the tag) instead of just taking a number (or boolean, etc). (I was wanting to determine how long a spell immobilizes a unit using a python define. I can just have the whole spell work though python, but this way would be more efficient I think)
8. Allow python calls in CIV4SpellInfos.xml to take a list of valid targets (determined by the various tags like bAlilve, bImmuneTeam, bRange, etc) instead of just pCaster. I think this could make many spells much more efficient, since the python calls wouldn't need to cycle through tiles and every unit on the tiles to find valid targets. That process could be handled in C++ instead.
Feel free to implement some of these now and take some more time to consider whether you want to take the time to implement the more complicated ones.