Flammability?

Hydromancerx

C2C Modder
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I was wondering if a new "factor" could be added to simulate the cities "flammability"? It could work like this; highly flammable building such as an Oil Power Plant, Oil Refinery, Chemical Plant, etc would have a large amount of "flammability" while a fires station, fire brigade, artesian well, etc would lower the cities flammability. If it got too high then it would increase the risk of a fire. If a fire occurs then building will be destroyed. In other words you could control how frequent those random fire disaster events occurred. So could this work? And what do you think?

Here are some building I think should either increase or decrease flammability. By how much, we can decide later.

Increase Flammability
Alchemist Lab
Armourer
Chemical Plant
Coal Plant
Coal Refinery
Factory
Fertilizer Plant
Filling Factory
Fire Pit
Forge
Foundry
Glasssmith
Industrial Park
Iron Forge
Iron Foundry
Ironworks
Laboratory
Lighthouse
Manufacturing Plant
Mech Assembly Plant
Oil Power Plant
Oil Refinery
Oil Well
Steel Mill
Silver Processing Plant
Sulfur Distillery
The Great Lighthouse
Waste to Energy Plant

Decrease Flammability
Aqueduct
Artesian Well
Fire Brigade
Fire Dock
Fire Station
Town Well
Cistern
Hand Water Pump
Wind Water Pump
Reservoir
Water Pumping Station
Desalinization Plant
Fire Hydrants
Fire Hanger

I am sure there could be more of each as well as techs that could effect things as well. Fire Suppression tech comes to mind as an example.

------------

So now I am going to try to put a % to how flamable these buildings are.

Increase Flammability
Alchemist Lab = +15%
Armourer = +10%
Chemical Plant = +25%
Coal Plant = +30%
Coal Refinery = +20%
Factory = +20%
Fertilizer Plant = +25%
Filling Factory = +25%
Fire Pit = +5%
Forge = +5%
Foundry = +10%
Glasssmith = +5%
Industrial Park = +25%
Iron Forge = +10%
Iron Foundry = +10%
Ironworks = +30%
Laboratory = +25%
Lighthouse = +5%
Manufacturing Plant = +20%
Mech Assembly Plant = +20%
Oil Power Plant = +30%
Oil Refinery = +30%
Oil Well = +30%
Steel Mill = +25%
Silver Processing Plant = +20%
Sulfur Distillery = +30%
The Great Lighthouse = +10%
Waste to Energy Plant = +20%

Decrease Flammability
Aqueduct = -5%
Artesian Well = -5%
Fire Brigade = -15%
Fire Dock = -20%
Fire Station = -25%
Town Well = -5%
Cistern = -5%
Hand Water Pump = -5%
Wind Water Pump = -5%
Reservoir = -25%
Water Pumping Station = -10%
Desalinization Plant = -10%
Fire Hydrants = -25%
Fire Hanger = -25%

Tell me if you think these % are too high or too low

I also had an idea for some National Ordinances to help with this. ....

Smoke Detector Ordinance (Req Firefighting, Electronics) [National Project]

Special Abilities
  • +1 Health in All Cities
  • -15% Flammability in All Cities

Fire Code Ordinance (Req Firefighting, Civil Engineering) [National Project]

Special Abilities
  • +5% Maintenance in All Cities
  • +1 Health in All Cities
  • -30% Flammability in All Cities
 
I like your idea! But It should be optional and added to Fire modmod for the users who do not use Fire modmod.
 
why do the lighthouse and Great Lighthouse increase flammability?
 
Fire for the light/beacon

however the GL is made out of stone... also lighthouses typically are on an island in a bay or on a hill away from the city so the fire would be contained
 
Not that any of that matters if you have forest next to your city and that goes up then so can your city or even a fairly large portion of your state :(
 
Gah, you guys have to quit coming up with excellent ideas! At this rate, I'll never get done! :p
 
Some buildings already have random events in which those buildings are destroyed in fire (Forge fire, Oil refinery explosion).. you could add such random event for each building (actually one event could be tied to all those buildings...). I've also thought about random events like 'Burning down Rome just like Nero did'...
 
Some buildings already have random events in which those buildings are destroyed in fire (Forge fire, Oil refinery explosion).. you could add such random event for each building (actually one event could be tied to all those buildings...). I've also thought about random events like 'Burning down Rome just like Nero did'...

Hmmm this could be a task for me to do once I get my head round Random Events.....

Expanding on Zaps idea and incorporating Hydromancers:
Event example:

There has been an accident at the oil refinery in one of your cities. Workers are currently battling a fierce blaze but there is a danger it may spread.

option1) "Oh well what can we do about it" 50% Chance refinery is destroyed. Fire has 50% percent chance to spread and destroy another building at random. 1:thumbsdown: 20 turns

option2) "Do whatever is necessarry, I want that refinery" 1st firefighting building needed (cant remember the name) Cost 400:gold: Fire is contained and will not spread 25% chance refinery is destroyed.

option3) "Somebody call someone" 2nd firefighting building needed. Cost 600:gold: In comes the Red Adair Fire contained and refinery saved. The people celebrate the hero of the hour :thumbsup: 20 turns

Dont hold your breath though, this is all very new to me :confused:
 
Hmmm this could be a task for me to do once I get my head round Random Events.....

Expanding on Zaps idea and incorporating Hydromancers:
Event example:

There has been an accident at the oil refinery in one of your cities. Workers are currently battling a fierce blaze but there is a danger it may spread.

option1) "Oh well what can we do about it" 50% Chance refinery is destroyed. Fire has 50% percent chance to spread and destroy another building at random. 1:thumbsdown: 20 turns

option2) "Do whatever is necessarry, I want that refinery" 1st firefighting building needed (cant remember the name) Cost 400:gold: Fire is contained and will not spread 25% chance refinery is destroyed.

option3) "Somebody call someone" 2nd firefighting building needed. Cost 600:gold: In comes the Red Adair Fire contained and refinery saved. The people celebrate the hero of the hour :thumbsup: 20 turns

Dont hold your breath though, this is all very new to me :confused:

You should be able to do that all with XML. You can make the gold cost scale a bit, and a bit random (So that perhaps there is a base 300 gold cost, and up to 200 more random cost.), all in the XML. I know you can tie one event to another event, and make a percent chance of the next event occurring. Don't forget, in AND you can include a 256x256dds image for the event too.
 
You should be able to do that all with XML. You can make the gold cost scale a bit, and a bit random (So that perhaps there is a base 300 gold cost, and up to 200 more random cost.), all in the XML. I know you can tie one event to another event, and make a percent chance of the next event occurring. Don't forget, in AND you can include a 256x256dds image for the event too.

Thanks for the tips, I've had a read through the guide and I think it will be fairly straight forward once I find my way round. I'll see if I can make the first one over the weekend.

I have never really looked into how the game is made as such but am I correct in assuming it is comprised of 3 layers.

XML files - superficial layer used to make changes to the values of systems already in place

Python - Intermediate layer used to code systems for XML files

SDK - Core layer in c++ used for the "Hard Code"
 
I have never really looked into how the game is made as such but am I correct in assuming it is comprised of 3 layers.

XML files - superficial layer used to make changes to the values of systems already in place

Python - Intermediate layer used to code systems for XML files

SDK - Core layer in c++ used for the "Hard Code"

Pretty close. XML is just as you say it is. Python is used for a lot of intermediate things, the entire UI is Python, except for the main menu and diplo screens. But the one thing python is a no-no for is anything that requires AI decision making. For instance, War Prizes, the modmod that gives a 15% chance of capturing enemy vessels is just random luck, and all python. The AI doesn't need to think about it, because it doesn't affect whether or not you will attack or retreat. (It might for the human, but that's emotional bias). Whereas something like Fixed Borders is in the SDK, because the AI NEED TO KNOW about it, or else. (Weak example I know, the AI suck with fixed borders.)

Generally, if the XML tags are made by Firaxis or a decent programmer, the AI knows about them as well, and can assess them to decide whether to use the building/civic/unit.
 
I thought that random anything python of C++ increases (very slightly) the chance of breaking multi player since the random number is calculated on each players PC so may sometimes return different results for a player to the other players.
 
I thought that random anything python of C++ increases (very slightly) the chance of breaking multi player since the random number is calculated on each players PC so may sometimes return different results for a player to the other players.

Heh, no. Random Numbers aren't random. They are based off the previous random number. You can set it so they are "really" random, by selecting "Random Game Seed", but that is disabled for MP. So as long as your random calls used getSorenRand you are good.
 
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