raystuttgart
Civ4Col Modder
Hi guys,
just to let you know.
Last week I have improved Python Event System (in DLL) a bit.
(I did it when creating the new Governor Event.)
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For some reason, the Python Event System did not allow to trigger "City Events / City Quests" considering specific Units working inside a City.
Or generally specific Units (simply owned by the player anywhere without caring about a specific plot).
(We could trigger a "Plot Event" considering Units on the specific Event Plot though - but it was that Event Plot only.)
I did consider this a bug or at least a strange limitation not suited for Civ4Col thus changed it.
(The Python Event System was originally adapted from Civ4 BTS where there is only a "population" and no different Expert Units working in the cities.)
So now we have both possibilities (without needing to code additional Pyhton functions):
A) Specific amount (could also be just 1) of owned specific Units plot unspecific (new)
B) Specific amount (could also be just 1) of a set of possible specific Units on a specific Event Plot (old)
Difference:
A) Simply own X Units of Type A (new) --> Event will trigger for your Nation or one of your Cities.
B) Have 1 (or X) Unit(s) of Type A on a Plot of Type B (old) --> Event will trigger for the Plot or one of the Units on the Plot.
--------
This is now fixed / improved.
(XML configuration does allow it now without coding specific Pyhton functions.)
Thus we can create Events/ Quests based on specific Unit Numbers e.g. like this by XML configuration:
(They do not have to be on a specific plot where the event itself shall be triggered.)
There will also be an Announcement Event that will inform you about the Quest.
(Quest can only be won if Announcement Event already triggered.)
Only the first Player to achieve the Quest will get the reward.
(All other Players will just get a message that it was achieved by another Player.)
When the Quest is won the Quest Achievement Event will pop-up.
(There you can then choose between different reward options.)
--------
Summary:
This could be used to create a complete series of more Quests with small rewards.
(It is technically really easy to do but it does still cost time to write e.g. the texts and test it.)
I am looking forward to ideas and suggestions for such events.
We would also appreciate if we found somebody interested to support us and create such events.
I do take suggestions for Events / Quests and will create them for you. (If I like them.)
Of course you could create them yourself as supporter of the team as well.
--------
So what do I need:
1. The Quests should not be much more complicated than the examples given above.
(Really simple: "Precondition to start Quest" + be the first to "get X Units of Type A" + "choose your reward B or C".)
2. The texts for Annoucenement Event / Quest Achievement Event need to stay relatively short.
(About 5 sentences most. Otherwise the text will not fit into the window.)
3. The Quest reward choice texts need to stay relatively short as well.
(About 3 sentences most. Otherwise the text will not fit into the window.)
4. Other Trigger conditions (for Annoucenement Event to start the Quest) can be applied additionally as well.
(E.g. having specific buildings, having specific population, having specific amount of gold ...)
just to let you know.
Last week I have improved Python Event System (in DLL) a bit.
(I did it when creating the new Governor Event.)
--------
For some reason, the Python Event System did not allow to trigger "City Events / City Quests" considering specific Units working inside a City.
Or generally specific Units (simply owned by the player anywhere without caring about a specific plot).
(We could trigger a "Plot Event" considering Units on the specific Event Plot though - but it was that Event Plot only.)
I did consider this a bug or at least a strange limitation not suited for Civ4Col thus changed it.
(The Python Event System was originally adapted from Civ4 BTS where there is only a "population" and no different Expert Units working in the cities.)
So now we have both possibilities (without needing to code additional Pyhton functions):
A) Specific amount (could also be just 1) of owned specific Units plot unspecific (new)
B) Specific amount (could also be just 1) of a set of possible specific Units on a specific Event Plot (old)
Difference:
A) Simply own X Units of Type A (new) --> Event will trigger for your Nation or one of your Cities.
B) Have 1 (or X) Unit(s) of Type A on a Plot of Type B (old) --> Event will trigger for the Plot or one of the Units on the Plot.
--------
This is now fixed / improved.
(XML configuration does allow it now without coding specific Pyhton functions.)
Thus we can create Events/ Quests based on specific Unit Numbers e.g. like this by XML configuration:
- Be the first to acquire 3 Wagon Trains to get a reward (e.g. a Pioneer to build their roads) --> IMPLEMENTED
- Be the first to acquire 6 African Slaves to get a reward (e.g. a Militia Units to guard them) --> IMPLEMENTED
- Be the first to acquire 5 Expert Fur Trapers to get a reward (e.g. a free Fur Trader or Production Bonus to a fur Trading Post) --> IMPLEMENTED
- Be the first to acquire 3 Small Coastal Transport Ships to get a reward (e.g. an Upgrade or a Production Bonus to one of your Harbour Buildings) --> IMPLEMENTED
- ...
(They do not have to be on a specific plot where the event itself shall be triggered.)
There will also be an Announcement Event that will inform you about the Quest.
(Quest can only be won if Announcement Event already triggered.)
Only the first Player to achieve the Quest will get the reward.
(All other Players will just get a message that it was achieved by another Player.)
When the Quest is won the Quest Achievement Event will pop-up.
(There you can then choose between different reward options.)
--------
Summary:
This could be used to create a complete series of more Quests with small rewards.
(It is technically really easy to do but it does still cost time to write e.g. the texts and test it.)
I am looking forward to ideas and suggestions for such events.
We would also appreciate if we found somebody interested to support us and create such events.
I do take suggestions for Events / Quests and will create them for you. (If I like them.)
Of course you could create them yourself as supporter of the team as well.
--------
So what do I need:
- Brief explanation of the Announcement Event (Conditions to start Quest) and Quest Achievement Event (Conditions to win Quest).
- Brief explanation of the possible alternative reward choices.
- If possible already the texts to use for the Announcement Event, Quest Achievement Event and its reward options.
1. The Quests should not be much more complicated than the examples given above.
(Really simple: "Precondition to start Quest" + be the first to "get X Units of Type A" + "choose your reward B or C".)
2. The texts for Annoucenement Event / Quest Achievement Event need to stay relatively short.
(About 5 sentences most. Otherwise the text will not fit into the window.)
3. The Quest reward choice texts need to stay relatively short as well.
(About 3 sentences most. Otherwise the text will not fit into the window.)
4. Other Trigger conditions (for Annoucenement Event to start the Quest) can be applied additionally as well.
(E.g. having specific buildings, having specific population, having specific amount of gold ...)
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