Ambreville
Deity
Are there guidelines anywhere on how to mod events for BtS?
Do basic events require any Python coding?
Do basic events require any Python coding?
Depends on what you mean by events. I normally take that to mean scripted events in Python, but post-BTS it also can refer to random events. For that, you want Solver's guide.
I know you, G.O.... You pretty much live and die by Python.
I just had a look at the EventInfos, EventTriggerInfos, and CIV4GameText_Events_BTS xml files out of curiosity. I'm talking about random events in the game, and how to add more of them. Some of the xml entries refer to some other Python material, but most do not. So my assumption was that perhaps I could create simple random events that require no Python.
True?
Solver's Guide to event modding in BtS:
http://forums.civfanatics.com/showthread.php?t=230567
Something else:
http://forums.civfanatics.com/showthread.php?t=268759
and no, basic events don't need Python...
<iPercentGamesActive>100</iPercentGamesActive>
<iWeight>-1</iWeight>
Hi there! Remember working with Warlords 2.08? Those were the days...
I have been busy with CIV Gold for a long time, but recently BTS events have drawn my attention. One thing I like about it, is that you start with XML but once you run into the limitations, you cross-over to Python, which makes it a good introduction to writing Python.
Testing random events can be done to make them non-random by setting
Code:<iPercentGamesActive>100</iPercentGamesActive> <iWeight>-1</iWeight>
in the event trigger, so when you have met the requirements, the event will trigger. The linking together of events (by using the <AdditionalEvents> tag) is something I'm going to try soon, but I haven't used it yet. Solver's guide explains the functionality of it.
basically if you start a game and make it to turn 5, your events in xml only are fine. It'll crash if their not.
So I set the event as above, it triggers on the very next turn after conditions are met, excluding possibly any other event that also may apply?
Using the event linkage seems to me a must for events that should happen in a pre-set order, short of relying on Python (i.e. putting in a specific calendar date used in a scenario for example).
<AdditionalEvents>
<EventTimes>
Yes, good idea and make it modular as well. For an example, check out my Statue of Zeus event XML.
What do you with foreign text material? Just leave nothing at all between pairs of <Foreign></Foreign> tags?
"A journey of a thousand miles begins with a single step."
The schema files are not modified, they are just copies of the BTS originals with only the filename changed. They have to be included when using modular XML. Don't ask me why though...
I always include text for the foreign tags (same text as for <English>), otherwise players who play a non-english version will not see text at all and maybe the text will be translated later.