Advertisement
Civilization Fanatics' Center  

Welcome to Civilization Fanatics' Center.

You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support.

Go Back   Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization

Notices

Reply
 
Thread Tools
Old Jan 21, 2010, 12:36 PM   #1
draco963
Prince
 
draco963's Avatar
 
Join Date: Jan 2007
Location: Ottawa
Posts: 438
how to change rates of Inflation and Random Events?

I'm wanting to make some modifications to the Inflation rate, as well as increase the chance of Random Events occurring (they just seem to happen to rarely, especially the quests), but I can't seem to track down where those rates are coded. Any ideas?

Oh, and where would I define how many lines the event logger at the top-center of your screen has? I'd like to increase it from 6 to 9
__________________
The Modiki (seen above) still needs detailes on the XML files. Please help in transferring data from the old Civ IV Wiki. Thank-you.

Impaler[WRG]'s Upgrade Cost Modifier, updated for BtS v3.19, TheLopez's Great Generals from Barbarian Combat Mod, updated to BtS v3.19 English Spelling Mod
"It's not your blue blood, your pedigree or your college degree. It's what you do with your life that counts." - Millard Fuller
"Imagination is the foundation of reality." - Dylan Henry
draco963 is offline   Reply With Quote
Old Jan 21, 2010, 02:40 PM   #2
General Tso
Panzer General
 
General Tso's Avatar
 
Join Date: Oct 2007
Location: U. S. of A.
Posts: 1,182
I didn't test these, but XML\GameInfo\CIV4GameSpeedInfo.xml has iInflationPercent and iInflationOffset. XML\Civ4GlobalDefines.xml has EVENT_PROBABILITY_ROLL_SIDES and FIRST_EVENT_DELAY_TURNS. They might some of the thing that you want done.
__________________
Really Advance Setup Mod
Gives additional options when starting a new game.
Current Status: Version 5
http://forums.civfanatics.com/showthread.php?t=486324
Also available in the Steam workshop.
General Tso is offline   Reply With Quote
Old Jan 22, 2010, 12:08 AM   #3
draco963
Prince
 
draco963's Avatar
 
Join Date: Jan 2007
Location: Ottawa
Posts: 438
Thanks General. I hadn't seen the CIV4GameSpeedInfo.xml entry. I'm thinking ROLL_SIDES is basically like a dice roll, so If i reduce it to 80 from 100, then I should increase the chances of random events occurring by 20%. I hope...

FIRST_EVENT_DELAY_TURNS reads to me like exactly that, a delay imposed to prevent random events from happening too soon into the game, where a negative one might be so off-putting as to cause a Civ to simply fail.
__________________
The Modiki (seen above) still needs detailes on the XML files. Please help in transferring data from the old Civ IV Wiki. Thank-you.

Impaler[WRG]'s Upgrade Cost Modifier, updated for BtS v3.19, TheLopez's Great Generals from Barbarian Combat Mod, updated to BtS v3.19 English Spelling Mod
"It's not your blue blood, your pedigree or your college degree. It's what you do with your life that counts." - Millard Fuller
"Imagination is the foundation of reality." - Dylan Henry
draco963 is offline   Reply With Quote
Old Jan 22, 2010, 02:32 AM   #4
zyphyr
Prince
 
Join Date: Oct 2005
Posts: 461
You have them both right draco.

ROLL_SIDES = 1 in X chance of occuring
FIRST_EVENT_DELAY_TURNS = Don't roll before Turn X
zyphyr is offline   Reply With Quote
Old Jan 22, 2010, 05:49 AM   #5
God-Emperor
Deity
 
Join Date: Jul 2009
Location: Texas
Posts: 2,932
In regular BtS it is not 1 in X, except for during the ancient era.

In CIV4EraInfos.xml, each era has an entry called iEventChancePerTurn.

This is the number of opportunities to get a random event on the roll of the N sided die, where the number of sides is determined by the EVENT_PROBABILITY_ROLL_SIDES value.

The default values for iEventChancePerTurn are:
Ancient = 1
Classical = 2
Medieval = 4
Renaissance = 4
Industrial = 6
Modern = 8
Future = 10

Since the default number of sides is 100, these are percentage chances for checking for an event each turn, after the delay is over.
God-Emperor is offline   Reply With Quote
Old Jan 23, 2010, 12:37 AM   #6
draco963
Prince
 
draco963's Avatar
 
Join Date: Jan 2007
Location: Ottawa
Posts: 438
zephyr, God-Emperor (should I just call you Leto II? ) thank-you!! The Era entries are what I'm looking for then. And that also reassures me that I'm not losing my powers of observation, I did see more events happening in the modern/future eras!

One more thing then: could either of you, or General Tso, explain what the purpose of the iPercentGamesActive & iWeight values in CIV4EventSchema.xml are for then?
__________________
The Modiki (seen above) still needs detailes on the XML files. Please help in transferring data from the old Civ IV Wiki. Thank-you.

Impaler[WRG]'s Upgrade Cost Modifier, updated for BtS v3.19, TheLopez's Great Generals from Barbarian Combat Mod, updated to BtS v3.19 English Spelling Mod
"It's not your blue blood, your pedigree or your college degree. It's what you do with your life that counts." - Millard Fuller
"Imagination is the foundation of reality." - Dylan Henry
draco963 is offline   Reply With Quote
Old Jan 23, 2010, 03:21 AM   #7
SaibotLieh
Emperor
 
SaibotLieh's Avatar
 
Join Date: Sep 2009
Posts: 1,099
I'm none of the above, but that doesn't matte I hope.
iPercentGamesActive gives the chance that this event can happen in the game. For example, iPercentGamesActive = 90 gives a 90% chance for the event to be part of the game, 10% of the games won't have this event at all.

iWeight gives the chance that this certain event happens if an event happens. If iEventChancePerTurn is checked positively, all iWeights of the possible events are added together and a random number up to this number is created. The event that matches this random number happens. An example should make this clear:
iEventChancePerTurn is checked true, 3 events have been found to be possible. Event 1 has iWeight = 100, event 2 has iWeight = 300, event 3 has iWeight = 100. A random number 'Ran' from 0 to 499 will be generated. If Ran < 100, event 1 happens, if Ran is between 99 and 399, event 2 happens, if Ran > 399, event 3 happens.
SaibotLieh is offline   Reply With Quote
Old Jan 23, 2010, 03:26 AM   #8
God-Emperor
Deity
 
Join Date: Jul 2009
Location: Texas
Posts: 2,932
iPercentGamesActive is what it says it is. Not every event can happen in every game. At the start of a game, it goes through and does the percent chance for each to determine which events can happen in that particular game .

Events that can happen have varying chances of happening. This is controlled by the iWeight value. It works something like: iWeight values of every active event that can happen for the player are added up and a random number in that range is generated to pick which event to try to inflict on the player. There is no way to know what the odds of a specific event happening are unless you know the total weight of all of the events that are still active for the player and that specific event's weight. There are other flags that can modify the weight, although how much it is modified I don't know (the bProbabilityUnitMultiply flag, set it to 1 and the weight goes up as the number of units the layer has goes up, and similarly for bProbabilityBuildingMultiply and buildings). However, in general an event with an iWeight of 200 will have twice the chance of one set to 100. I think the values used in the regular BtS event triggers range from something like 20 up to something like 5000, with most being 100 or 200.

The value -1 for iWeight means that this event trigger should happen as soon as its condition's are met. These are often called "non-random events".

All this and so much more is covered in the various event related tutorials and guides.
Here's one: Solver's Guide to event modding in BtS.
God-Emperor is offline   Reply With Quote
Old Jan 27, 2010, 01:39 PM   #9
draco963
Prince
 
draco963's Avatar
 
Join Date: Jan 2007
Location: Ottawa
Posts: 438
Thank-you all! God Emperor, that guide is gold!!
__________________
The Modiki (seen above) still needs detailes on the XML files. Please help in transferring data from the old Civ IV Wiki. Thank-you.

Impaler[WRG]'s Upgrade Cost Modifier, updated for BtS v3.19, TheLopez's Great Generals from Barbarian Combat Mod, updated to BtS v3.19 English Spelling Mod
"It's not your blue blood, your pedigree or your college degree. It's what you do with your life that counts." - Millard Fuller
"Imagination is the foundation of reality." - Dylan Henry
draco963 is offline   Reply With Quote
Reply

Bookmarks

Go Back Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > how to change rates of Inflation and Random Events?

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off


Similar Threads
Thread Thread Starter Forum Replies Last Post
Any random events? tour86rocker Civ4Col - General Discussions 6 Oct 05, 2008 05:27 AM
Random events? Cryopyre Civ4 - Creation & Customization 1 Jul 06, 2008 06:23 AM
Random Events: On or Off Onagan Civ4 - General Discussions 27 Feb 12, 2008 08:25 AM
Events that affect Inflation ddrekins Civ4 - Creation & Customization 2 Jan 20, 2008 12:31 PM
"Building" historical events or random events? Wyz_sub10 Civ4 - Creation & Customization 1 Nov 07, 2005 10:26 AM


Advertisement

All times are GMT -6. The time now is 10:40 AM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
This site is copyright © Civilization Fanatics' Center.
Support CFC: Amazon.com | Amazon UK | Amazon DE | Amazon CA | Amazon FR