[BtS] JKP1187's EVENTS

UPDATED

v.0.99:

* Added new events: Darwin;s Voyage, Blackbeard, The Buccaneers
* Fiat Money and More Fiat Money maximum cash ceiling is now 100 gold, not 40 (was worried that the event would not fire very often as written).
* Greek Fire is now available to any civ (the Byz have enough advantages as it is.)
* Added fix for Partisans event -- it now will ONLY trigger when the victim of the city razing is running the Emancipation Civic. It will also be present in 100% of the games, meaning that the event should trigger EVERY time this happens. Before, it was present in only ~ 35% of the games, but would trigger for civs regardless of which labor civic they were using. (Code borrowed from the CFC Hall of Fame mod. Thanks!)
 
UPDATED

v.0.99:

* Added new events: Darwin;s Voyage, Blackbeard, The Buccaneers
* Fiat Money and More Fiat Money maximum cash ceiling is now 100 gold, not 40 (was worried that the event would not fire very often as written).
* Greek Fire is now available to any civ (the Byz have enough advantages as it is.)
* Added fix for Partisans event -- it now will ONLY trigger when the victim of the city razing is running the Emancipation Civic. It will also be present in 100% of the games, meaning that the event should trigger EVERY time this happens. Before, it was present in only ~ 35% of the games, but would trigger for civs regardless of which labor civic they were using. (Code borrowed from the CFC Hall of Fame mod. Thanks!)

Those are some sweet pirate events. I wanted to do something along those lines as well, but that was clever, relating it to the size of your fleet.

Is it possible to relate that fleet strength to the map size as well? On a smaller map, it might be difficult to maintain a large fleet to prevent barbarian raiders, whereas on a huge map, the event probably would not trigger because many people would have decent-sized fleets.
 
Those are some sweet pirate events. I wanted to do something along those lines as well, but that was clever, relating it to the size of your fleet.

Thanks! I know some people eschew fleets, so I figured it would be nice to give them another reason (however small) to build them. I'm thinking of adding a few cognate events to Blackbeard named after some of the other pirates (like Henry Morgan), like the barbarian events of the early era, so that more than one civ has a chance to join in the "fun". Someone's definitely going to get a Ship of the Line or two to start off. And I'm also thinking about a modern variant too, once I work out how to give promotions via Python to the newly-spawned units.

Is it possible to relate that fleet strength to the map size as well? On a smaller map, it might be difficult to maintain a large fleet to prevent barbarian raiders, whereas on a huge map, the event probably would not trigger because many people would have decent-sized fleets.

Absolutely, all you'd need to do is put another "if" statement in the trigger. I actually want to do that at some point, but I just didn't feel like doing it when I was coding this weekend since I was also working on a big update for the NextWar mod. I may revisit that next weekend if I have the time. The good thing about these events is that updates are backward-compatible with saves.
 
Version 0.991

Two very minor tweaks:

* Blessed Sea: This event still requires the player to have a galley, caravel/carrack, or galleon/East Indiaman to trigger, but I have removed the glitch wherein the event would fail if that unit was destroyed. The python code now just checks to see that the player has at least one of these at the beginning and never refers to it again. I also removed my earlier XML hack fix where I named the cargo carrier "Blessed Galley" so that the player could keep track of it.

* Fiat Money and More Fiat Money: increased likelihood of these events triggering. (Thanks to Antilogic for the idea when he used this event in his Antilogic's Minimal Mod.)
 
:bounce:
The fixes/additions of partisans, buccaneers & blackbeard look awesome! I DO hope, however, that buccaneers & blackbeard can happen multiple times per game, with random civ target each time (with multiple victimization of same civ being allowed, but not probable).
 
:bounce:
The fixes/additions of partisans, buccaneers & blackbeard look awesome! I DO hope, however, that buccaneers & blackbeard can happen multiple times per game, with random civ target each time (with multiple victimization of same civ being allowed, but not probable).


Right now, no, but I plan on adding more variations on the pirates especially, at least 4-5 variations on the same event just like the multiple Barbarian random events. (I see the Buccaneers event as just a renaissance/industrial-era variant of the pre-existing land-based Barbarian events.) I really want to add a late-game pirate variant, too -- the kicker will be deciding what unit should be given to the Barbarians. On the one hand, I don't want to go all out and add a new unit for the Barbarians to use. On the other hand, it seems a bit wrong to give them Destroyers or Submarines... I kind of want them to represent pirates of the sort that plague South East Asia and the Horn of Africa with a unit that can take out transports, but can't stand up to ships of a real navy.

But there WILL be other pirate events forthcoming, rest assured! :)
 
I want to see Gurkhas. There are plenty of stories regarding the toughness of these men who stayed in the fight and became heroes with some of their guts spread out on the ground around them. They generate real fear and panic in their opponents who have fled the field of battle (as witnessed in the Falkland's War and elsewhere) when they learned that Gurkhas were facing them.

Created following a peace treaty in 1816 between Great Britain and Nepal, the Gurkha brigade has since served as part of the British army. The Gurkhas wear British uniforms with the emblem of Nepal's traditional khukuri knives on their shoulder. The Rifles have two battalions, one in Brunei in Southeast Asia, and one in the United Kingdom.

Selected through rigourous testing in Nepal - Gurkha candidates must climb five kilometres carrying a 70-pound backpack in under 35 minutes - only one of 300 is accepted into the legendary British infantry regiment.

High unemployment in Nepal, coupled with the rich history of the storied infantry group, have generated huge demand among young Nepalese to become Gurkhas.

"Our forefathers were in the British army, so we followed them, it's a tradition. In our opinion, being a Gurkha is one of the best jobs."

Anyways ... I'd like to see an event that would bring these guys into my game somehow..
 
I have a suggestion for an event during the early gunpowder age (musketmen and riflemen); the Minié ball. It was one of the first bullet shaped projectiles to be used, and it not only allowed for greater accuracy and range (thanks to the aerodynamic qualities) but because it was smaller than the barrel and the bottom was made to expand to fill the gap during firing, you could easily load it even if your barrel was heavily carbon-coated. Earlier ball rounds became near impossible to load after about 10 shots because so much carbon would build up on the inside of the barrel. I'm thinking the event could give your men something like first strike or blitz (since they were able to reload much faster).
 
v. 1.01

Added six new pirate events, ranging from the Ancient to Future eras:

Illyrian Pirates
The Corsairs
Stede Bonnet
Henry Morgan
Malaccan Pirates
Pirates of the Neutral Zones
 
Is this events modpack save game compatible if I put it directly into the custom assets folder, or will it only work for new games started after?

Also, it might be nice to have an install guide. For instance, do I only need the ini file if I plan on using this as a mod in the mod directory?
 
Is this events modpack save game compatible if I put it directly into the custom assets folder, or will it only work for new games started after?

I believe that it will be. I confess that I've never used the Custom Assets folder for anything, but if you were to overwrite your files with the modpack, then it would be save-compatible. (So if that's the way that Custom Assets works, then you should be fine.)

Also, it might be nice to have an install guide. For instance, do I only need the ini file if I plan on using this as a mod in the mod directory?

Again, don't know, but I'm not sure where you'd put the *.ini file otherwise. I assume that if Custom Assets more or less piggy-backs off the main game anyway, you won't need the *.ini file.

If you're just installing it as a mod, all you need to do it unzip the file into your Beyond The Sword/Mods folder. When it is unzipped, it will automatically create a folder titled "JKP1187's EVENTS". You will not need to do anything else.
 
Awesome, I see that you added Illyrian pirates.

Thanks for the recognition! :D
 
Could it be that these events are integrated in your other mod? I remember seeing the blessed sea one once
 
Yes, they are included in the JKP/NextWar mod, but "blessed sea" was an event that came with the original BtS game. I just fixed a bug that involved that event.

Actually, JKP/NextWar is one version behind the Events mod right now (doesn't have any of the new pirate events except Blackbeard) just because I haven't had a chance to integrate the two. NextWar tends to lag because I scripted a few NextWar-specific events, and as a result I have to integrate new code directly into the NextWar files, instead of just copying & pasting the Events files into the appropriate folders. Doesn't take that long but, well, I'm busy. (And lazy!)
 
Version 1.03

Fixed bugs in two Firaxis events -- Preaching Researcher and Miracle. The problem with both events was that they required a building (Christian Monastery and Wall) that obsoleted, and once the building obsoleted, the event still had a chance of firing, but the event's bonuses would not be applied. These events now obsolete with the same techs that obsolete the buildings.
 
jkp,

Have you thought about (in the late game) having an event like the airplane crashes that involves a terrorist plot or international criminals. It would be similar to the regard effects of the plane crash but involve either capturing or assisting the arrest of the terrorist/criminal.

Another possible event is to have random market activity: rel estate boom busts, stock booms/busts. Stuff that for a short, maybe three turns, add +1 gold to banks or -1 Gold (or +/- a percent to the bonus the receives). Something that gives a few of economic fluxuations. Maybe the same for factory production to demonstrate down turns.
 
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