A few new events

TheCowSaysMoooo

Warlord
Joined
Feb 28, 2006
Messages
152
Location
Lincoln City, OR
I’ve updated, and added to, the early events I created. I've fairly extensively tested them, and have had all appear and seemingly work properly in games. I've had to move away from XML to python for several of them (all but 3, actually)... the XML versions just weren't as reliable for various reasons. Unfortunately, this means that these won't be able to be made "modular."

There are 2 I'm still fiddling around with:
The Prison Reform event chain is functionally similar to the Circle of Gaelan, and I have still seen the 2nd and 3rd steps not trigger despite being set to happen in 100% of games, but I have also seen it play out perfectly in games with all (though only) my events available in the game.
I'm still tweaking the Wild Child event trigger, I'd like to get it to work on jungle plots with scouts outside your cultural area, and so far I haven't gotten that to reliably happen.

Spoilers for the 14 new events, and 1 new event chain:
Spoiler :

Amurite Mine
Requires: A plot with a mine, Amurites civilization only. This event is repeatable.
Trigger Text: Our miners have found a rich source of mana in one of the local mines. They want to know if you wish to continue mining, or attempt to extract the mana source, instead.
Options:
1) Mana you say? Abandon the standard mining operations immediately, and expose the mana! (Destroys the mine, adds mana to the plot)
2) We need that mine. Please continue your regular operations. (nothing)

Carnival Crime
Requires: A city with a carnival and at least 10% crime rate. This event is repeatable.
Trigger Text: Several citizens in %s2_city have complained that the carnival games and displays are rigged or downright fraudulent.
Options:
1) The carnival is critical to the well-being of the city. Ignore any petty crimes there. (+10 crime in city)
2) That carnival is vital to keeping the masses appeased, but we must at least appear to investigate. Temporarily shut down the carnival and remove the most egregious violations, no doubt the people will demand it re-open soon enough. (-15 gold, +5 crime in city, +1 whip unhappy)
3) Then shut it down! They're probably Balseraph spies anyway. (delete carnival)
4) They're doing what?!? Where's MY cut? [requires Ratcatcher's Guild] (+10 crime in city, +2 gold produced by carnival, +1 whip unhappy)

Clam Shells
Requires: A plot with clams, Seafaring & Fishing techs (so it only happens to Lanun and their team)
Trigger Text: A local fisherman has discovered that these clams have unusually hard shells, and, when ground, make a fine powder suitable for cement.
Options:
1) The bountiful sea provides! (+1 Hammer in plot)

Corny Farmer
Requires: A plot with corn and a farm, Animal Husbandry tech
Trigger Text: A farmer comes to you with a problem. His father grew corn. He hates corn... The little skin part of the kernels gets stuck between his teeth, and... well, anyway. He'd really like to raise horses instead.
Options:
1) Corn... horses, why do I care? Let the man do whatever he wants. (removes corn and farm, adds horses and pasture)
2) What? Make us give up hot buttered corn with pepper!? You'll grow corn, and you'll like it! (nothing)

Dwarf Mine
Requires: A plot with a hill and a mine, Khazad and Luchuirp only
Trigger Text: Sir, we have found a rich streaks of coal in the mines. This can be used to improve our production!
Options:
1) Praise Kilmorph! (And get as much coal as you can.) (+2 hammer, +2 commerce to plot)

Emigrants
Requires: A city with population 7 or more and at least 1 unhappy citizen
Trigger Text: A sizable group of people are angry with the way things are in %s2_city and have started packing, intent on moving on to greener pastures.
Options:
1) Promise them that things will change, and offer them some incentive to stick it out. (-25 gold)
2) We're sorry to see them go. (-1 population in city)
3) Sounds like there will be a feast tonight. Make sure the herd knows why we are feasting to keep the rest in line. [requires the Calabim civilization] (-1 population in city, +1 happy for 10 turns)

Floodplain Sickness
Requires: A plot with a town on a flood plain
Trigger Text: People in the town on the floodplains near one of our great rivers are getting deathly sick. Our herbalists think it may be from a disease caught by the "bitemes" that breed in the stagnant water in the area.
Options:
1) Those poor people, I wish there was something I could do. (Town is destroyed, a cottage is placed in plot)
2) Send someone versed in life magicks quick, and save whomever they can! [requires Life Mana] (Nothing)

Kelp
Requires: A coastal plot, Seafaring & Fishing techs (so it only happens to Lanun and their team)
Trigger Text: A local fisherman has discovered strange sea plants that are not only edible, they're actually quite tasty.
Options:
1) The bountiful sea provides! (+2 Food in plot)

Miner Inconvenience
Requires: A plains plot with a mine and no bonuses, Animal Husbandry tech
Trigger Text: A recent rash of minor mining accidents seems to have caused a local miner to have a change of heart. He's tired of digging around in the dirt, and instead wants to work under the open skies... maybe with some animals... sheep, yeah, he wants to be a shepherd.
Options:
1) Who wool-dn't want to get out of the mines? He's welcome to raise sheep. (remove mine, add sheep to plot)
2) Baaa. You don't want to work in the mines? That's fine, but the mine stays. (Nothing)

Sinkhole
Requires: A plot with a hill and road, but no other improvements or bonuses.
Trigger Text: A sinkhole is opening beneath one of the hills in our lands. What should we do?
Options:
1) Quickly! Send someone versed in earth magicks. The hill must not collapse! [requires Earth Mana] (nothing)
2) What can we do? If it's going to collapse, we can't stop it. (hill is flattened to flatland)

Walkabout
Requires: A worker. This event is repeatable.
Trigger Text: A group of serfs have stumbled across a cache of perfectly sized walking sticks while out working. They've taken it as an omen, and want to go on walkabout and see the world.
Options:
1) Sure, why not? Send them back to %s2_city to get outfitted, we could stand for some more exploration anyways. (Worker is destroyed. 2 Scouts are created in city)
2) They're nutters. Put them back to work. (nothing)

Wild Child
Requires: A scout/hunter/ranger/beastmaster on a jungle plot in your territory
Trigger Text: Our scouts, while exploring the jungles near %s2_city, have found a young man living there. He is virtually feral, and appears to have been raised by the wild animals.
Options:
1) Have the young man brought to town, and we'll see what we can do to raise him properly. (Gain a scout with Weak, Mobility 1, and Subdue Animal promotions in town)
2) A wild young human has been found? Bring him to the city to be bound! [Balseraph civilization only] (Gain a Human Cage in town)
3) Put the child out of his misery. (nothing)

Wild Elves
Requires: A forest plot in you culture with no improvements, routes, or bonuses. This event is repeatable.
Trigger Text: An emissary from a band of wild elves requests an audience with you. It seems that the elves have been wandering the great forests of our empire. They're asking for supplies to help establish a permanent settlement in this part of the forest.
Options:
1) Welcome them gladly, and offer our aid. (-30 gold. Cottage built in forest.)
2) They are welcome to stay, but we can't afford to offer them any supplies at this time. (Farm built in forest)
3) Agents have been sent to remove that forest as we speak. Maybe the elves will enjoy slaving in our mines, instead? [Requires evil alignment] (Forest cleared, Gain elven slave in plot)
4) We'd appreciate if the elves moved on to another forest, but thanks for the offer. (nothing)

Wolves
Requires: A plot with sheep and a pasture. This event is repeatable.
Trigger Text: A pack of wolves have been spotted lurking near our sheep pasture. What should we do?
Options:
1) Incite several of the locals to defend their livestock. (-20 gold)
2) Don't risk them feeding on our people, let the wolves have their fill, and we'll send someone when we can to clean up. (destroy pasture, spawns wolf pack on tile)

Prison Reform Event Chain
Part 1 - Dungeon:
Requires: A city with a courthouse of population at least 4, with crime of 20% or more. 100 gold.
Trigger Text: An up-and-coming magistrate in %s2_city has some unusual ideas about attempting to reform criminals, instead of the simply punishing them. However, he needs a building to keep prisoners.
Options:
1) Build the man a dungeon and let's see what he can do. (-100 gold, dungeon built in city)
2) Why not just use our mind magics to reform them? [requires Mind Mana] (adds -1 happy, +1 hammer to courthouses)
3) I don't have time to contemplate the fate of criminals. (Nothing)

Part 2 - Reform:
Requires: A city with a dungeon of population at least 8. 50 gold. You have to have picked option 1 from the Part 1.
Trigger Text: The former magistrate, now a well-known judge, proposes a criminal work program in %s2_city to better reform captured criminals. Many people dislike the idea of allowing the prisoners to leave their cells, even to do work, but the choice is yours.
Options:
1) Well, the dungeon's doing what it's supposed to, let him continue his work. (nothing, yet)
2) It's not the popular thing to do, but I believe in it. Let's dip into the coffers, and help fund the criminal work program. (-50 gold)
3) No! Prisoners aren't prisoners if they're not imprisoned! (nothing)

Part 3 - Chain Gang:
Requires: A city with a dungeon of population at least 8. You have to have picked option 1 from the Part 2.
Trigger Text: Despite a lack of funding, the judge's criminal work program in %s2_city was a success. Prisoners now work reluctantly in a chain gang on civic projects.
Options:
1) Continue (+2 hammers to dungeon)

Part 4 - Prison Workers:
Requires: A city with a dungeon of population at least 8. You have to have picked option 2 from the Part 2.
Trigger Text: With help from your funding, the criminal work program in %s2_city is a huge success. Prisoners are learning to lead an honest life through the work programs in the dungeons.
Options:
1) Continue (+1 happy, +3 hammers to dungeon)

(Cow Pies and Mana have been cut. I didn't really like the flavor for either, and Cow Pies effects seemed redundant with existing events)


I’ve also included my earlier, minor modifications a couple FfH 0.30k events:
Balseraph Performers
Since it’s a repeatable event, I reduced the iWeight a bit, from 400 to 250.
I added a 25 gold cost to help set up the carnival in your town.

Truffles
Changed it so that truffles can only appear on plots with pigs. Added a new txt string reflecting the change.

Witch
This event will only occur in cities between sizes 3 and 7.


How to use these events in your game:
I'm including two options.

First, the way I did it the first time, mostly for those who like fiddling around with things, I've attached a TCSMoooo_Events_Working_Files.zip of the text files I work with. Copy and Paste the appropriate data into the appropriate files. They're labeled and whatnot, and you like fiddling around, so that's all I'll say about that zip file.

Second, for someone that just wants to dump the events into the game and get on with it, I've attached TCSMoooo_FfH_Files_With_New_Events.zip. Note that it will need to overwrite a few of the original Fall From Heaven files. I'd suggest extracting this zip file to your desktop, first. Then open %civ install%/Beyond the Sword/Mods/ and copy the "Fall From Heaven 030" folder and rename the copy something like "Fall From Heaven 030 with TCSMoooo Events." Open the new folder, then copy the Assets folder my zip file created on your desktop to the new FFH folder. It should prompt you to overwrite files.
 

Attachments

Important info missed: which FFH version/patch?

Edit: ah, I got it: text should be added to files manually, not files rewritten.
 
Yes, I did it that way partly to keep it version independent (well, unless the schema changes). But also, I realize that many of them are fairly bland, so this way you could just add the events you were interested in.

At this point, I've basically tried to mess around with various triggers and effects, event chaining, etc with these, laying some mental groundwork to try out a couple more elaborate events ;-)
 
Despite the lack of replies in the thread, I've had a couple PMs about these events... as far as I'm concerned, anybody is free to do anything they like with them.

I finally got a chance to really sit down with patch j for a little while last night, and it seems a couple of these events aren't working right with patch j for some reason. Dwarf Mine is getting the same "out of tuple" error as the smugglers event included in FfH... what the heck is a tuple, anyway? :-P Also, a couple of the events that required some "chaining" to get everything I wanted have stopped working. For example, Corny Farmer, when allowing the change from corn to horses, should 1) remove corn and farm, 2) add horse, 3) add pasture... but the chain stopped working with patch j, so you just lose the corn and farm. I just copied and pasted the working events from patch i to patch j, so I'm not sure what's going on there yet.

I do have a couple more little events, too:
Wolves
Emigrants

[edit] I updated the first post, so the zip files there now include these two new events, and the fixes for the events that broke with patch j.
 
Some really nice work on these - thanks.

Dwarf Mine is getting the same "out of tuple" error as the smugglers event included in FfH... what the heck is a tuple, anyway? :-P

Short version - it's a list of things. Say that a "double" is a list of two things (also known as a pair), a "triple" is a list of three things - the tuple is a list of "some-number" of things. An n-tuple has "n" items in it. Civ tends to pass tuples around internally as a single variable which is made up of several numbers.

The Tuple-index out of Range problem suggests that the event is looking for the 6th item in a 5-tuple or the 21st item in a 5-tuple etc. It's an item that does not exist because the tuple isn't that big. Not sure how that helps with fixing it at the moment though.
 
So it's basically an array?

Close enough. They're both fixed size, both ordered, both can be index-referenced. The only real distinction I can draw is that Tuples may have an alternative method of referencing (some languages allow you to "tag" or "label" elements of a tuple, rather than just tuple[0], tuple[1] etc.)

To be fair - as far as Civ is concerned, you can treat them as pretty much the same thing.
 
Close enough. They're both fixed size, both ordered, both can be index-referenced. The only real distinction I can draw is that Tuples may have an alternative method of referencing (some languages allow you to "tag" or "label" elements of a tuple, rather than just tuple[0], tuple[1] etc.)

To be fair - as far as Civ is concerned, you can treat them as pretty much the same thing.

Hmm, being able to label an element in the array sounds kinda nifty! :-P

Anyway, I updated the first post. I've fixed some events that stopped working with patches j & k, and added a few more. I've had to go with more python to make these work reliably, so unfortunately, modular is out =(
 
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