Zebra 9
Emperor
Thanks alot for this Solver. I havn't had any trouble MODing events, but now I know what everything does. Man your name fits you perfectly, you help us solve stuff.
Thanks Solver, I appreciate the feedback.
I can look over the python code and try to Frankenstein something, that is true, and I have considered that.
You have been extremely helpful, and the info you share is invaluable. But as you point out, the "most moddable Civ Ever" is pretty limited unless one goes out and learns Python. I guess that's the bottom line.
Solver I'm currently working on a package of events that are all directly linked to simulating Representation when you use the Representation civic. However after testing my event using, p.trigger(num) I can get the event to trigger whether or not I'm using represetation. Which doesn't make sense as I have the proper code in eventtrigger.xml:
Code:<Civic>CIVIC_REPRESENTATION</Civic>
have I done something wrong...and please don't tell me I need to use python as that is far beyond my abilities.
thanx
Dan
I have not verified this with 100% reliability (read: in the SDK), but I believe that manually triggering an event is slightly different, and not taking the Civic requirement into account is one thing I've noticed.
"bOtherPlayerWar- can be either 0 or 1. If set to 1, then the trigger can activate when the affected player and the other player are at war. When set to 1, the trigger activates for player pairs at peace."
Solver, thanks for your guide. I assume one of the above sentences actually refers to value zero and the other to value one. Can you please clarify?
After setting up an event to trigger when I have a particular civic, it doesn't seem to matter what I set bOtherPlayerWar and other fields to - my trigger still operates when I'm in the correct civic.
Thanks for the quick reply Solver. I guess I'm wondering what would I have to do to ensure that my events will only trigger when the player is running representation. If Python is required to do this I'm willing to learn how to at least execute the functions I'm looking for. Please, if possible, be as specific as you can, for I'll be working with functions, that I, quite frankly won't understand.
You could do that through a Python condition check.
Solver stated in another thread:
There's a variable in GlobalAssets.xml - called something like EVENT_PROBABILITY_DIE_SIDES or along those lines. It's at 100. If you set it to a lower number, you'll get more events - though I wouldn't recommend anything less than 50.
Regarding the AdditionalEvents and the EventTimes tags....
Does the additional event occur IMMEDIATELY after the event it is listed in? Regardless of the odds of it happening as listed in the <iEventChance>, if its going to happen, will it always happen immediately, on the same turn, as the event it is listed in?
Or, is there a percentage as listed in the <iEventChance> that it will occur every other turn in the future?
As for <EventTimes>, does that mean that if the event does NOT occur by the <iEventTime> number, it will always occur on that number?
I have an event I want to have a 50% chance of occurring at least 7 turns after the event that lists it. I don't want it to occur on the same turn, or on the next 6 turns, but any time after that is great. Is this possible?