Antilogic Events Pack

These seem pretty cool!

Um... do you take requests?

I'm always willing to have a look at new event ideas (I'm subscribed to a number of threads like that), although I make no promises as to my ability to program them. :)

Also, if it's really, really, silly or imbalanced I may change it around and then just let you know how to put in whatever text or benefits you want. ;)

Hey, Anti, I should have my events ready within a few days when I find the time to finish them. And again, how's the "series" events going?

Cool.

To post for the benefit of those who haven't been hacking our accounts and reading the PMs, I'm working on a group of events called, loosely, "series" events. Each group represents a major social change, usually as the result of developing or discovering a new technology. The first group I am working on is tentatively called the rise of Communism, and, without the benefit of a scanner, I will attempt to describe my flowchart in list form, and enclose it spoiler tags for organization's sake:

Spoiler :
When Communism is discovered...
  • Police States will receive an event allowing them to switch or unrest will occur.
  • Universal Suffrage Civs will get CP-US event.
  • Representation Civs will get the CP-R event.
The Police State switch is basically adopt State Property with a normal revolt or people will riot in a couple cities. I am still working with a few ideas here, so this might be fleshed out later.

The CP-US and CP-R events are more complicated:
  • Option 1: Crackdown (cannot be running Free Speech) will allow you to try and force the Commies out. It allows the possibility of the Elected Communists, Army Mutiny, and Purge events.
  • Option 2: Allow them into the government. This option will definitely cause the Elected Communists event, but doesn't carry the risk of Army Mutiny.
  • The only reason why the CP-US and CP-R events are different is because running Universal Suffrage carries the additional risk of the Communist Elected President event.
Now, onto the secondary events:
  • Elected Communists: you basically have 3 choices: become a socialist state (adopt State Property and Emancipation), make concessions to the working class but still keep your main economics/labor positions (probably lose gold, a building type would be "penalized"), or refuse to recognize the new government and hold a coup (become Police State).
  • Communist President Elected: forces you to become a socialist state (similar to the first effect of the Elected Communists event).
  • Army Mutiny: some "barbarian units", like riflemen or infantry based on what tech level you are at, will pop up within your borders to represent rebel mobs. You then have to win the civil war.
  • Purge: Communists will flee your country, and no other events in this network will happen.

Trust me, it looks a lot better as a flowchart on paper.


Still a work in progress. Also, I really wish Civ4 had a tag system like Europa Universalis does. To make chain events in Civ4, you basically have to give each event option a chance of causing another event in the sequence, otherwise nothing happens. These don't "add up" to 100, so if I say there is a 50% chance of this and a 50% chance of that when you select option A, selecting option A may cause this and that, this or that, or none of the above to occur.

Needless to say, this is very friendly towards making "gamble" effects (you get X, or you can invest extra to get X and possibly Y), but it isn't very friendly towards programming these sequence events. Civ, as far as I can tell, doesn't have a tag system (where I can say "this civilization has the "new communists" tag and thus these other events may randomly occur until either a Purge event or the final event fires and removes the tag). So, the new idea is to create a fake, invisible building or something that I can stick in a player's city and require this fake building to be present for the Communist events to fire. Unfortunately, this requires many changes that I really don't want to make (because then it would be harder to merge this mod comp into other mods--you would need to merge building files).

So, unless somebody points out that tags actually exist in Civ4 that are modder-friendly and shows me where they are in the game files, these are going to the back burner and maybe a few simpler events will go in their place. Then, I can get to work merging other event mod-comps and working on some events that require moderate Python scripting (which will be very interesting).
 
Images for events 1-20:

antilogicevents01_T14.jpg


Download

Enjoy!
 
Lol on Academic Funding there are old polish money (used in previous political system) ;)

Thx for your work new events are really cool
 
@Arian: Those look pretty good. I especially like the irony (maybe, I haven't had an English class in ages) in tax collection one, given the effect is to say "we actually don't have all the money it says we have on paper!" :)
 
I feel a bit stupid, but when I put your files in the customAssets folder, it says "wrong info class" followed by a path of the event it was trying to "load".

I'm running Better AI as a mod already. Do you know what might be causing the problem? I'm pretty sure I've put the files in the correct folders.
 
I feel a bit stupid, but when I put your files in the customAssets folder, it says "wrong info class" followed by a path of the event it was trying to "load".

I'm running Better AI as a mod already. Do you know what might be causing the problem? I'm pretty sure I've put the files in the correct folders.

Can you post the exact error message you received? I think I have an idea of what it is, but I want to make sure.

EDIT: It might have been a small bug from when I was testing. I re-uploaded a new version, same link in the first thread. Let me know if that fixes the problem.
 
It remains unchanged. I still get the same message as the picture below. And I get a pop-up for every added event.
 

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:blush:

When I booted the "raw" copy, I found that base BtS doesn't realize the Cotton tag. I had played with that in custom assets/mods for so long I forgot it wasn't in the base game. So, I removed that from the trigger info. Sorry guys, but I'm just a moron when it comes to testing appropriately. So, the latest download should have that problem corrected so you won't get an error when booting it with the base game.

If you get that popup for every event in the pack (after trying this version), that means it may not be reading the new Civ4EventInfos.xml file at all. Check to make sure it is in the Assets/XML/Events folder.
 
If you, by merging, ask whether I added Antilogic's lines of code to the old CIV4EventInfos.xml, then the answer is NO. I put the files in Mygames\Civilization4\BTS\CustomAssets...

Did I make a mistake after all?
Should I have had put the files in the Firaxis's folder?

I'd be grateful for any help, those events sure sounds sweet.
 
If you, by merging, ask whether I added Antilogic's lines of code to the old CIV4EventInfos.xml, then the answer is NO. I put the files in Mygames\Civilization4\BTS\CustomAssets...

Did I make a mistake after all?
Should I have had put the files in the Firaxis's folder?

I'd be grateful for any help, those events sure sounds sweet.

No, don't change the original game files! You shouldn't have to do that to make these work.

The question on merging is important if you have another mod that changes events. In that case, the game will simply pick one of the two files to load and ignore the other, which causes problems. If you are playing a mod with custom events or have another events mod in your custom assets, you will have to merge for them to work properly.

The specific path in CustomAssets does matter, though: are there two files, Civ4EventTriggerInfos.xml and Civ4EventInfos.xml (names from memory so there might be underscores or some other minor variations, but there should be two files similarly named) in the path: CustomAssets/XML/Events? And another text file in CustomAssets/XML/Text?

Mine works from the MODS section of My Documents/My Games/Beyond the Sword, so I don't think file location is a big problem. That tends to happen when you refer to specific graphics that are located in, say, Warlords assets. In this case, the game doesn't know where to look from My Documents to find your Warlords install and it has problems. Since this is all text and nothing fancy, it should work from either location.
 
When I was at work yesterday I realized as I accessed my memorybank that there might be a couple of custom events in the better AI mod. And now when I had a chance to have a look I could to confirm this. ;)

Thanks for all help, I'm sure I can get it running by myself now.

Cheers!
 
When I was at work yesterday I realized as I accessed my memorybank that there might be a couple of custom events in the better AI mod. And now when I had a chance to have a look I could to confirm this. ;)

Thanks for all help, I'm sure I can get it running by myself now.

Cheers!

Great! Glad I could be of help!

Let me know what you think when you see a few in-game. I just played as the Spanish, and saw a handful show up that I hadn't seen in a long while, combined with the Noble Knights quest, a rarity at best.
 
Hey, Anti, I got most of those events almost done. Where should I send them to you when I'm all done? :D
 
Hey, Anti, I got most of those events almost done. Where should I send them to you when I'm all done? :D

See PM. :D

We're putting together a collaborative work here, to the fellow lurkers who are waiting for another update. Next weekend we should have another update. ;)
 
okay, i got a couple of ideas,

"a meteor event happend this year, destroying the improvemnts on a terrain title "

a) "this material seem to be strong maybe we could enhance our weapons with it" (every new unit in the nearest city is provided with str +1)
b) "maybe we could give it to our researches to find out if there is maybe life besides here on earth...."
c) "transport it to the nearest city, propably a lot of tourists will come from far a way paying a lot for the crappy stuff we'll sell them" (giving a bonus of 20% more income, provided by tourists)

"a local musician resently died, leaving his great work behind, which would have made him a great person for sure (progress of a great person completely vanishing) "

a) (any age) distribute it to all musicans in your empire providing 1 culture in every city.
b) (any age) give his great work to the people in your empire +3 happy in every city but -1 relatinship with all other countries complaining about you thinking only of your people.
c) (till modern) "great new amusement for the rich and wealthy(+2 relationship with every culture)"

want to have more ?
 
I had a few ideas for events in my mod, but I'm not sure how to program them.

- "Men across the country have suddenly become furiously angry. White and blue collar workers have been spreading mayhem and raging against corporate culture. Corporate institutions across the nation have taken severe blows because of this." (Corporations disappear from random cities)

- "Broadway has produced a smash hit with its controversial new musical, "Springtime for (name of foreign leader)", an unprecedented political satire. Our audiences love it, but (name of foreign leader) has gotten a little peeved." (Broadway gives extra happiness, -1 relations with foreign leader)

- "A man with a strange accent has been found in (name of city). The man, though a bit dazed, claims to be from a place called Connet-tickut, from about 1000 years into the future. He has some knowledge from that time which may prove useful." (option to kill the man, or provide him with money and shelter in exchange for a random research boost)

- "Four members of our nobility have been accused and found guilty of kidnapping a group of young men and women and holding them in a private estate. Over a period of four months, the kidnapped youths were humiliated, tortured, and eventually killed. International press has found out and branded the incident, "120 Days of Sodom"." (relations hit with all players who don't have Hereditary Rule)

- "Some local filmmakers have made a few movies, but unfortunately no one wants to see them. However, we've recieved an offer from a research institute called Gizmonic that's willing to try a marketing scheme that will make the films more watchable, if we can cover the cost of a satellite launch." (choose to ignore the offer, or pay money for a new source of Hit Movies)

- "A former nursemaid has revealed something scandalous about the captain of the ship called Pinafore. It turns out that the captain was switched at birth with one of the ship's seamen. Their true classes revealed, they've switched places. Naturally, the performance of the Pinafore has suffered a little." (a random ship loses XP points and/or promotions)

- "According to marine biologists worldwide, the dolphins have gone. Just up and disappeared. The last recorded dolphin activity was a surprisingly sophisticated attempt to do a double-backwards-somersault through a hoop whilst whistling 'The Star Spangled Banner'. With the loss of a natural predator, fish populations have boomed globally." (all tiles with fish give +1 food)
 
- "According to marine biologists worldwide, the dolphins have gone. Just up and disappeared. The last recorded dolphin activity was a surprisingly sophisticated attempt to do a double-backwards-somersault through a hoop whilst whistling 'The Star Spangled Banner'. With the loss of a natural predator, fish populations have boomed globally." (all tiles with fish give +1 food)

LOL! :lol:

Hitchhiker's guide to the galaxy FTW!

But, I would make it read like this:

According to marine biologists worldwide, the dolphins have gone. Just up and disappeared. The last recorded dolphin activity was a surprisingly sophisticated attempt to do a double-backwards-somersault through a hoop whilst whistling 'The Star Spangled Banner'. Don't Panic! With the loss of a natural predator, fish populations have boomed globally." (all tiles with fish give +1 food)
 
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. :)
 

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