Antilogic Events Pack

hey i enjoyed the series events included in the game, they were very helpfull and nice, how about puttng them into the mod aswell?, sth specific relating to the civilisations and their timeline, for example germany in 1800-1850 (i don't want to raise the issue of neither the first nor the second ww) throwing you into the situation of the revolutions in germany. like a series of quests, you'd have to follow, changing the destiny of your people. with that you could make the game more interesting for those who don't want to play "pure" strategy.
 
Hey Anti!

As promised, here are the files for the AEP - BUG merge that I did.

For those of you not in the loop, I realized that Anti's mod made the event signs in BUG stop working, as his XML and python files replaced the ones in BUG. I took the AEP files and merged in the BUG code to get the signs back. Then I got an idea to mod the AEP files so that Anti's events also generated a nifty sign.

It needs to be tested more than I have been able to do so far, so I'm hoping that some of the posters in this thread might give it a try and see what happens. (Please?)

The normal merged files are named their regular game names, just replace the ones in Custom Assets with those ones, just as you normally install the AEP files. If you want to enable the special event signs for Anti's events, rename Civ4EventInfos.xml to something, and then rename my modded file ("LM-Civ4EventInfos.xml) to just "Civ4EventInfos.xml", and play.

The changes I made in the file are marked. I haven't had any issues yet, but none of Anti's plot events have popped up in my games yet. Note that the event signs that I enabled only apply to a plot event. When you get the "Prime Timber" event, for example, a little sign should pop up on the map saying "+1 :hammers:" or something, like the BUG events do now.

Let me know if I broke this, please. I already broke a nail... :mischief:

-LM

EDIT: I should have mentioned that these files replace the ones usually found in the AEP version 1.1. The LM-Civ4EventInfos file replaces the normal one, but has to be renamed. There. It's clear now, even to me. :)

@LM: I think you forgot to add the text-entries for the signs. See EventSigns_CIV4GameText.xml, or did I miss something?
 
I appreciate all the ideas, guys. Some of these ideas will require some nifty Python scripting, which should be getting easier for me. :)

Effects like additional strength would be very difficult, as far as I know. There is an SDK mod that enables a "Heroic Strength" promotion, which gives an extra base strength, but to include that effect I would have to add at minimum a new DLL, PromotionsInfo XML, and possibly Python and more XML. This would make merging the mod much more difficult, especially if you don't have a C++ compiler.

hey i enjoyed the series events included in the game, they were very helpfull and nice, how about puttng them into the mod aswell?, sth specific relating to the civilisations and their timeline, for example germany in 1800-1850 (i don't want to raise the issue of neither the first nor the second ww) throwing you into the situation of the revolutions in germany. like a series of quests, you'd have to follow, changing the destiny of your people. with that you could make the game more interesting for those who don't want to play "pure" strategy.

Are you talking about the slave revolts? :D

I haven't been able to program any good series events yet because of the structure of the game code. If I can find a way to reliably string more than events together, I have three series focusing on Nationalism, Communism, and Fascism, with scattered plans for more.

The one thing I wouldn't do is tie them to particular civilizations, at least not right now. I feel it would be an unfair/metagame advantage to know that by selecting a particular civilization, you might get an incredibly favorable event. Or, by selecting particular opponents, you might get a completely arbitrary bad event that would cripple themselves at a particular point in the game. Instead, by selecting perhaps 3-6 conditions for these major series to happen, the series events would be tied to historic conditions that caused those series to set off. Thus, how you choose to play the game will dictate which events show up.

This also saves me from having to create 30-some civilization-specific chain events that would occur relatively rarely compared to the "standard" events, which might show up in every game. Higher visibility, and all that jazz. :)



Once again, thank you all for playing and posting! I'll post the next version once I have updated and merged all the necessary code. :)
 
:):):):)! after wirtting half an hour my damn :):):):)ed up computer decided that it should crash! again :(

Now, after realzing that that would be kind of stupid relating those events to a specific civilization I offer oyu another idea :) , connecting the technological breakthrough (change in age) and a technology and of couse one with improvements both in cities an titles:

1. Quest(improvement in cities) : build building XXX for the people in at least "numberofcitiesyouownrightnow/2 +3" and wonder XXX (not
necessarily connected to the technology or the improvement). They'll probably offer you a special deal or an offer of some kind permenantly.

2. Quest (improvement in infrastructure): build a network of railroads/streets, airports, houses/villages/towns (feel free to use whatever you want :) ) to /in at least "number of cities"

3. Quest (improvement of relationships with other civs. ) : give gold/tech/res/open borders/alliance/cities as a gift and they will grant you unending gratitude and your citizens probably a gift or two.
 
i know doubleposts suck but:

Effects like additional strength would be very difficult, as far as I know. There is an SDK mod that enables a "Heroic Strength" promotion, which gives an extra base strength, but to include that effect I would have to add at minimum a new DLL, PromotionsInfo XML, and possibly Python and more XML. This would make merging the mod much more difficult, especially if you don't have a C++ compiler.

wow that many word of wisdom, but completely wasted on me :)
 
@LM: I think you forgot to add the text-entries for the signs. See EventSigns_CIV4GameText.xml, or did I miss something?
*Facepalm*

Goodness, I'm such a dolt. Thank you. All fixed, and I tested them this time. Three of them work for sure, and I assume that the rest will. Here are the fixed files:
 

Attachments

Quite nice and well thought events :) Just letting you know that I'm going to merge your events pack to my modpacks next version, though I got to modify most of them to make them compatible with my mod's settings.
 
Ladies and Gents...

Since fixing my little boo-boo, I took some screenies of the new event signs...

Two of Anti's events with the added niftyness look like this:

Spoiler :
Overfish0000.jpg


Spoiler :
mills0000.jpg
 
Text entries for the NAVAL_PROXIMITY_AAA_FUSES events are missing.
Add this to your eventstext.xml:
HTML:
	<TEXT>
		<Tag>TXT_KEY_EVENTTRIGGER_NAVAL_PROXIMITY_AAA_FUSES</Tag>
		<English>%s1_civ_adjective naval units have been equipped with new anti-aircraft guns.</English>
		<French></French>
		<German></German>
		<Italian></Italian>
		<Spanish></Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_EVENT_NAVAL_PROXIMITY_AAA_FUSES</Tag>
		<English>Our naval units have been equipped with new anti-aircraft guns.</English>
		<French></French>
		<German></German>
		<Italian></Italian>
		<Spanish></Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_EVENT_NAVAL_PROXIMITY_AAA_FUSES_1</Tag>
		<English>Great! Shoot 'm all out of the sky!</English>
		<French></French>
		<German></German>
		<Italian></Italian>
		<Spanish></Spanish>
	</TEXT>
 
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