[BtS] SolversEvents - more random events

Just unzip the file and load it as a mod. If you don't want to do it as a mod, you could move the Assets folder from my mod to your CustomAssets, but that's certainly not recommended.
 
Just unzip the file and load it as a mod. If you don't want to do it as a mod, you could move the Assets folder from my mod to your CustomAssets, but that's certainly not recommended.

So, if I were to do the silly here, will it still include all of the core game's events as well?
 
On the other hand, you could include custom events in some mods. It wouldn't work well with something like FFH, but for NextWar, why not.

I am currently working on a Next War Fantasy game, as we speak, i am inputting fantasy units into America right now, making America "Death/skeleton soldiers.":lol:
 
So, if I were to do the silly here, will it still include all of the core game's events as well?

Yes, this isn't a modular mod. If you moved into CustomAssets, you'd have all core game events + mine, same way as when running as a mod. As said, running this is a mod is better.
 
Yes, this isn't a modular mod. If you moved into CustomAssets, you'd have all core game events + mine, same way as when running as a mod. As said, running this is a mod is better.

I cant just add these to my Next War MOD and then also get the core ones also??:blush: I NEVER use CustomAssets. Cause Next War original doesnt have anything listed with Events??
 
If you copy the Events folder from my mod into NextWar's, and also copy CvRandomEventInferface.py to where it belongs in NextWar, yeah, you'll get NextWar with core events + my events. Also breaking savegames.
 
If you copy the Events folder from my mod into NextWar's, and also copy CvRandomEventInferface.py to where it belongs in NextWar, yeah, you'll get NextWar with core events + my events. Also breaking savegames.

Color me confused as I thoguht I'd seen events in Next War...if the Events Folder is completely empty doesn't that already mean its just using the default stuff? Like unless the mod made a point to put in some blank dummy file there I assumed that meant it uses the original.
 
Oh, assuming this doesn't already exist I just thought of a fun "Gods of Old" specific event, although it should be made pretty rare.

Perhaps there should be a chance that a destroyed Holy Shrine (so a God once in the game but now banished by having its shrine destroyed) will pop back up in a completely randomly chosen city via some DIVINE intervention. It should probably be capped as something that only can happen once in a game but be possible at any point after that shrine was destroyed so next turn or even hundreds of turns later.
 
With the Infiltrator Event, Asoka was discovered in my nation, and I chose to consider it an act of war. I got rewarded 17(!) tanks, and I managed to conquer Asoka a bit too easily. Perhaps lower the amount?
 
Found a small bug:

Code:
Traceback (most recent call last):

  File "CvRandomEventInterface", line 3788, in canTriggerImmigrantCity

ArgumentError: Python argument types in
    CyCity.unhappyLevel(CyCity)
did not match C++ signature:
    unhappyLevel(class CyCity {lvalue}, int)
ERR: Python function canTriggerImmigrantCity failed, module CvRandomEventInterface

Don't know if it is specific to your mod or a general one.
 
Aeven, I was waiting for some feedback on that one, thanks. I'll probably halve the amount. Just in case you're wondering, you get one Tank per city.

Teg_Navanis, thanks, a mistake in my code, I'll fix it for the next update.
 
You can replace the mod's CvRandomEventInterface.py (Mods\SolversEvents\Assets\Python\EntryPoints) with the one below to fix the problem. Doing so will not break your save game. I may post some more events later today, too.
 

Attachments

Playing with your latest patch (last post):

Code:
Traceback (most recent call last):

  File "CvRandomEventInterface", line 3768, in canDoCometFragment

IndexError: tuple index out of range
ERR: Python function canDoCometFragment failed, module CvRandomEventInterface
 
Howdy guys, I'm hoping this will grow into a large collection of Events, and to assist you I've done a quick conversion to module format for the xml portion. Just extract this to Assets/Modules inside of any mod and include the Python portion Solver posted earlier in its proper place. This modules not really all that useful at this point when Solver's is the only Event mod out their but as others get made it will be easier to combine them.

Solver: consider extending what I've done by putting each event in its own sub folder so they can be cherry picked.
 

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I was playing a game of BTS a few minutes ago and I had an idea.

I tought it would be cool if you got a message like:

"The leaders of the world are competing in an arms race, surely war must break out in the coming years."

This message would be in the period ~1700 - 1950.

The civs will start mass producing weapons because they know a war is coming. After some 20 turns or something a great war starts. It would be really cool if you could pick a side. The game will ask something like will you join the Coalition (Aztec, America, English) or fight against them with your allies Russia, Maya, Arabia. This would be a world war with 2 sides (axis & allies) and would last atleast 20 turns or untill someone conquers (maybe 50%) of one of the sides. This would force a world war. It shouldn't happen every game but it could.

Sorry for my english. Hope you like this idea. Also i think it would be nice if the user can selected which events/quests he would like to incorporate in his game.
 
Thanks, Impaler! I'm a really lazy bastard, though, I'd love to delegate modularizing the mod to you... ;)

I'll probably update on Tuesday. Will be away for the weekend, but got some new events, so I'll have something new to throw your way.
 
Got a question for ya. I'm got this event that I want to trigger each time an improvement is built. I got it working up to the point that the event will trigger for the first improvement built, but not for the rest of the improvements built that turn.

So I was wondering if there was a python function to manually trigger an EventTrigger to happen?

If there isn't, I'm assuming there is some kind of C func like applyTrigger or some such, could you point me to which cpp file to look in?

Thanx for all the work Solver, the event system rocks. :cool:
 
You want a function called trigger(). Its argument is the trigger's number, so you could do

Code:
iTriggerNum = gc.getInfoTypeForString("EVENTTRIGGER_MY_TRIGGER")
gc.getPlayer(0).trigger(iTriggerNum)

Or some such in Python. There's a link in my signature to the event modding guide I wrote, you may want to check that for in-depth modding info.
 
Awesome, thanx Solver, that was what I needed to know. And yea, I had your event guide saved on my computer before I even had BtS, but I didn't see anything about the trigger function. Thanx again, this will get we going. :)
 
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