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tsunami

z0wb13

undead
Joined
Feb 9, 2009
Messages
657
compiled by ori:
Event33
Tsunami
Prereq: THEOLOGY or LITERATURE or CODE_OF_LAWS or MACHINERY AND City is coastal
Obsolete: None
Active/Weight: 0/0
Result:
1.if city has less then 6 population it is destroyed
2.else city loses a number of buildings AND loses 5 population

does active/weight: 0/0 mean it's been disabled?
 
Yes, that event was taken out of the game because it was too powerfull.
 
what if you added something like:
Prereq: THEOLOGY or LITERATURE or CODE_OF_LAWS or MACHINERY AND City is coastal AND must control two or more cities [myself]

still too powerful? add some sort of:
Prereq: THEOLOGY or LITERATURE or CODE_OF_LAWS or MACHINERY AND City is coastal AND must control two or more cities UNLESS city controls great light-house [myself]

how would i go about turning it back on, or should i post in the mod forums? is this information stored in some file that i can open in, say, textedit.exe?

i think that i like this because it's like the :queen: of spades if you were playing hearts. maybe nerf it even more, like any city with a dike is immune. that would suck to lose the GLH :thumbsdown:
 
I'm no expert, but I'm pretty sure it'll be in one of the xml files somewhere.

It's a little too overpowered. If editing it, I'd not have it wipe out the city, but maybe just reduce it by at most 5 pop (until it gets to size 1), and lose any "water" buildings (harbour, lighthouse, drydock). Then it would suck, but not be game-changing.
 
I'd have it only destroy a city at 1 population, otherwise reduce by up to 3 to 1 population. Destroying the lighthouse and other water buildings would make sense.
 
It's not worse than the barbarian uprising though. :rolleyes:

Vanilla redcoats weren't less balanced than praetorians, either. Fireaxis shows what many game companies show: great programming knowledge and concepts do not make a game balanced by default.
 
If everything is too balanced where is the challenge?? Hmmm.

If you nerf a unit too much no one wants to use it. Over power it and everyone plays the Ai for it. Prets and Kk are much guilty of this.

In terms of over powered events these can make or break games. Ai barb uprsing rolling over a nation often leads to an over powered Ai with room to expand.

A tsunami wont always destroy a whole city. Most are caused by earthquakes anyway. Now I would like to see some moving tectonic plates in civ4 maps.

Now if events had positive and negative effects this might be fun. E.g. If a volcano erupts land around it gets +1 food for 20 turns. xyz building destroyed.

Not sure what benefit the tsunami will offer unless it dumps a school of fish near the coast.

Even flooding might be good for flood plains and deposits.

Hmmm food for thought.
 
Since 4000BC the techtonic plates haven't moved by any noticable amount. That takes millions not thousands of years.
 
@z0wb13:
to just reenable it you can do some bit of xml work - just look for the even in CvEventTriggerInfos.xml and change the iPercentGamesActive value from 0 to something larger than that and not larger than 100 :mischief:
in order to change its effects though you'll need to do some python modding in CvRandomEventInterface.py - that would also be the place to include a check for OCC - unless you are feeling lucky and like having the game end on a dice roll :mischief:
 
If everything is too balanced where is the challenge?? Hmmm.

QUOTE]

UU and UB should add flavor to a game. Balancing them is pretty tough though and I think Firaxis did a pretty good job. A better job in some cases than others.
 
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