[BtS] SolversEvents - more random events

Hey Solver,

Quiz question for you! Not sure if this would have ALWAYS been the case or a result your Events Mod. I noticed that if I do a Modern Era Start (not an Advanced Start where I can buy techs, units, cities, etc.), I'm always getting the same two events on the exact same turns (I've restarted with at least 5 new games). A few turns in I get the "People in City X demand a Jail." and then I get, "You've caught a high placed spy from country X." about 2 turns later.

I'm assuming its the same Random Seed Number for the Events, as everything else (like the map, starting Civs, etc.) is properly randomized, is there a way to ensure the Random Event Seed is properly re-initialized at each startup of the game?
 
Hey Solver,

Quiz question for you! Not sure if this would have ALWAYS been the case or a result your Events Mod. I noticed that if I do a Modern Era Start (not an Advanced Start where I can buy techs, units, cities, etc.), I'm always getting the same two events on the exact same turns (I've restarted with at least 5 new games). A few turns in I get the "People in City X demand a Jail." and then I get, "You've caught a high placed spy from country X." about 2 turns later.

I'm assuming its the same Random Seed Number for the Events, as everything else (like the map, starting Civs, etc.) is properly randomized, is there a way to ensure the Random Event Seed is properly re-initialized at each startup of the game?

I was able to recreate this using the Advanced Start in the Modern Era as well, so I guess it doesn't matter HOW you do it, if you start a game in the Modern Era these two events as described above will happen every time in the the same order and on the same turns.
 
Solver, what about introducing some events for when spies are captured, e.g. something along the lines of Feyd's suggestions in this thread:

http://forums.civfanatics.com/showthread.php?t=236459

In full the post was:

I like the idea of adding a pop up screen with some options of what to do about this guy...

A spy has been discovered operating near XX...
*Publicly Execute him (Nationalist sentiment causes a "We Love the XX" Day to occur in this city and 1-5 others)
*Interrogate him (Spy is killed and a 40% chance of gaining name of his government in addition to 50-250 espionage points.)
*Imprision him (Spend 200 Esp points with his nation to gain national allegiance and give his nation a -1 diplomatic relations penalty with all nations that count you as "friend")

A XX country spy has been captured operating near XX...
*Publicly execute him (-1 relations with his nation, +1 relations with his nations enemies, nationalist sentiment results in "We love the XX" days in 3-10 cities)
*Interrogate him (40% chance of gaining 200-500 esp points with his nation, 10% chance of flipping his allegiance and gaining 50-250 esp points and a new spy unit)
*Imprison him (+1 relations worldwide for fair treatment, -1 relations worldwide for nation of record)

Something like that...

:)
 
Ha. Awesome, Dr. Jambo. :D

I was just going here to ask how the "bDeclareWar" trigger worked with regards to Defensive Pacts. Does it automatically cancel them or does it activate all involved?

Who gets the penalty for 'declaring war on my friend'? Both or neither?

Thanks for this excellent guide, Solver. I've never modded, but your guide is inspiring me to start learning.
 
I got some randoms you could add to your MC,
Events such as;
1. Mass shoting at 'CityName' Tech University. What shell you do?
A. Nothing! I have more pressing matters.
A. Give a speech to the people.
A. Give a speech to the people and have a day of moaning for the dead.
A. Give a speech to the people, have a day of moaning and send suport funds.(or something)

2. Dam in (City) breaks and floods nearby areas. Deaths have been report and dozens are now homeless. What shell you do?
A. Nothing! I have a nation to run! Get the DAMN MAYOR!
A. Give a speech to the people.
A.A.A .... Blah, blah, you get the pic
A. Call in sick :P

And maybe add more options for randoms. I have all the options have a up and down side so you have to pick carefully and not just pick the best one. :D
Just some ideas. Cheers!
 
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

Just a little bump.
 
Don't worry, that will be addressed in the next update, which will be today.
 
Updated - download in the first post

Included the needed fixes for previous events, as well as these new events:

Nuclear Protest
Better Coal
Broken Dam
Rabbi's Writings
Golden Buddha

The last two are my stab at religion-specific events, I thought that could be rather interesting to have.
 
Hmm. I suppose if you copy both folders contained in the mod's folder (XML and Python) into CustomAssets it will work, but I do not use CustomAssets, so I am not positive about that. I rather prefer setting the mod as default if I want, better than CustomAssets.
 
Updated - download in the first post

Included the needed fixes for previous events, as well as these new events:

Nuclear Protest
Better Coal
Broken Dam
Rabbi's Writings
Golden Buddha

The last two are my stab at religion-specific events, I thought that could be rather interesting to have.

I think there could be fun making some sort of "Radical (State Religion) Members" Event. The actual religion is irrelevant if the event is written cleverly enough but the end result would be that radical members of that religion demand you (1 of the following at random (not picked by player)):

a) Declare war on some random non state religion civ (if possible to track, perhaps one that is at war or hostile relations with either your or other civs of your state religion).

b) Break Off Trade/Contact for a given a mount of turns with said non state religion civ.

c) More possibilities I can't think of...

The player would have these options:

1) Follow the request, face the consequences from the other civ but get a permanent happiness bonus in a random city of yours with the State Religion (the radicals' homebase) and a minor diplomatic boost with all other civs of that religion (and the group will no longer harass you if properly followed though).

2) Ignore the request and suffer a temporary unhappiness penalty in that same random radical HQ city mentioned in the last option and run a risk they will make another demand in the future.

3) Clear out the radical members of your state religion getting a minor diplomatic boost by civs not of your state religion but also a decrease in your relations with any other civs of your state religion.

This obviously could use a lot of fleshing out but I like how its generic enough that it need not be tied to any specific religion and would hopefully have some balanced pros and cons.
 
Oh, Solver, do you know if the Crusade Event is working? I've heard a few people claiming that even when the Holy City is taken while still at war with that city's owning civ players have lost the quest.
 
Yes, I've heard complaints about the Crusade event. I'll look at it at some point. A save would be ideal ;)
 
In the ini file, there's a setting, which normally is

Mod = 0

To set, for example, this mod as default, you'd write

Mod = Mods\SolversEvents

It's one mod only though, and the HoFs remain separate (though it might be possible to merge somehow).
 
Sorry for offtopic, but I really confused with <iWeight> value in event system.
Can you tell me what does <iWeight> mean?
Is a 50 iWeight event appears more frequently than a 5000 one? Or it's something like a "record", each civilization have a total number of iWeight to cost in Random Events? Does it mean the event trigger rate is 1/<iWeight>? I only know "-1" means it will happen immediatly.

thanks.

I got it, thanks again:)
 
Posted in error.
 
I really like the idea of coming up with new events. Of course the problem is (1) I am not that skilled at programming (trying to learn), and (2) I don't know the entire list of random events that came with the game, so I'm interested in hearing what people have to say about the below idea.

Are there any random events from the basic game that require/encourage a player to switch civics? An event that gave a certain bonus for switching to, say, Serfdom in the middle ages would be interesting....as would one encouraging a switch from State Property to FM, or vice-versa.
 
Are there any random events from the basic game that require/encourage a player to switch civics? An event that gave a certain bonus for switching to, say, Serfdom in the middle ages would be interesting....as would one encouraging a switch from State Property to FM, or vice-versa.

I like this idea as well!
 
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