C2C - Event Ideas

Would it be possible for the volcano event to replace the current graphic of a mountain with the graphic of the volcano? Volcano is different than mountain peak, can't found cities, impassible, destroys any resource on that peak.
 
It already does that, doesn't it?

Btw, lava flow looks weird on the volcano: part of moving lava goes down and other part goes up.
 
I think your all completely missing the somewhat obscure thing about my 'werewolf' event. This is a real, French, historical event. People kept getting chew up and necks were bitten clear through and limbs bitten clear off. Literally dozens of them. The king paid for multiple high profile hunts to slay the beast... more died.

To harvest wikepedea:

"Some werewolf lore in France is based on documented events. The Beast of Gévaudan terrorized the general area of the former province of Gévaudan in south-central France (it is now called Lozère). From the years 1764 to 1767, an unknown entity killed upwards of 80 men, women and children. The creature was described as a giant wolf by the sole survivor of the attacks, which ceased after several wolves were killed in the area."

I saw a History/History International Channel thing on this and one of the slayers (he has a statue and everything) was a church sponsered guy. One who ended up killing the beast with single shot. The tested a silver musket ball and found you can't hit the broad side of a bar from more that like 50-75ish feet with it. The guy wiould need absurd luck to not have to fight something that melee. 30 second reload on a thing with a body count over 80 is going to fail. He got within spitting distance and killed it with the opening shot. They figure he was the trainer of the beast and shot it at point blank when it came for din-din.

Its well documented that the Beast of Gévaudan routenly severed spines with a bite. Dogs (even a skull hitched to a hydrolic press against a pig spine) can not do this without shattering to powder and likely not then. The only animal that can is one they have all kinds of stuffed ones the nobility had during that time period. This includes one reported to be the beast stuff (though a nobel got credit for it) a hyena.

So I wasn't talking alternate timeline stuff with my half baked quest opening event... that apparently happened. 80+ people slaughter for a Church recruiting campaign. That statue of the local 'hero' is still there... he is still a local hero. Though the Church hired animal trainer is only one major theory... a hyena did appaently do it according to multiple reported slayers. They figure the one guy who got away saw the trainer crossing the river and was too freaked to note it was two entities and not one.
 
Would it be possible for the volcano event to replace the current graphic of a mountain with the graphic of the volcano? Volcano is different than mountain peak, can't found cities, impassible, destroys any resource on that peak.

It already does that, doesn't it?

Btw, lava flow looks weird on the volcano: part of moving lava goes down and other part goes up.

As Sleeper says: it actually removes and peak or hill and creates a flatland with a volcano on it.

As for the graphics: if you find a better one, its easy to add that :p
 
I think your all completely missing the somewhat obscure thing about my 'werewolf' event. This is a real, French, historical event. People kept getting chew up and necks were bitten clear through and limbs bitten clear off. Literally dozens of them. The king paid for multiple high profile hunts to slay the beast... more died.

To harvest wikepedea:

"Some werewolf lore in France is based on documented events. The Beast of Gévaudan terrorized the general area of the former province of Gévaudan in south-central France (it is now called Lozère). From the years 1764 to 1767, an unknown entity killed upwards of 80 men, women and children. The creature was described as a giant wolf by the sole survivor of the attacks, which ceased after several wolves were killed in the area."

I saw a History/History International Channel thing on this and one of the slayers (he has a statue and everything) was a church sponsered guy. One who ended up killing the beast with single shot. The tested a silver musket ball and found you can't hit the broad side of a bar from more that like 50-75ish feet with it. The guy wiould need absurd luck to not have to fight something that melee. 30 second reload on a thing with a body count over 80 is going to fail. He got within spitting distance and killed it with the opening shot. They figure he was the trainer of the beast and shot it at point blank when it came for din-din.

Its well documented that the Beast of Gévaudan routenly severed spines with a bite. Dogs (even a skull hitched to a hydrolic press against a pig spine) can not do this without shattering to powder and likely not then. The only animal that can is one they have all kinds of stuffed ones the nobility had during that time period. This includes one reported to be the beast stuff (though a nobel got credit for it) a hyena.

So I wasn't talking alternate timeline stuff with my half baked quest opening event... that apparently happened. 80+ people slaughter for a Church recruiting campaign. That statue of the local 'hero' is still there... he is still a local hero. Though the Church hired animal trainer is only one major theory... a hyena did appaently do it according to multiple reported slayers. They figure the one guy who got away saw the trainer crossing the river and was too freaked to note it was two entities and not one.

I actually am quite open to adding a few events that utilize such lore, however the effects will likely be on the more realistic side, i.e. having a town go on a which/vampire/werewolf hunt is not unheard of - but you won't receive and "werewolf" unit or the like.
 
I'll try to get this done this week.

Though I'd posted about this a few days ago, but obviously not (probably one of those times I crashed after typing the post before sumbiting it or something :( ). Anyway...

Implemented <CommerceModifiers> tag on events - works exactly the same as the equivalent tag on buildings (so needs 4 child <iCommerce> tags for the 4 commerce types).

If the event is city-targeteted (or foreign city targeted) it works on the target city, else on the player.

Will do the rest once Ori has had chance to play with this and verify it meets his needs (or I tweak it until it does). This was in Rev932 FYI, so you should have access without taking the current broken DLL.
 
well, I fail to get it into the schema file - now admittedly its the first time I need to add a new tag so I don't actually know what I am doing :mischief:
I think Koshling changed the main event schema in XML/Events and you just have to copy that schema to your subfolders and replace your current ones.
 
now I got them into a test event, but they don't seem to be doing anything... Are they working on the city or a building, if a building: how do I specify the one to change?

They apply to the city or player (neither of which display their modifier ANYWHERE in the UI, so yuo can only tell indirectly by looking at the city/player's output for that commerce type). Should be precisely the same effect as calling changeCommerceModifier (I think it's called - that's from memory) on cyPlayer or cyCity
 
yeah I was looking at the output, but I was to timid for my test setup :mischief:
anyhow it works - though in order to let people know what is happening I'll probably need to create python help text calls for these events then (not terribly bad - but I have to remember doing so since all other tags come with their own help text already).
However: would it be possible to do these tags on a building or building class base? similar to e.g. the buildingextracommerce tag:

Code:
<BuildingExtraCommerces>
				<BuildingExtraCommerce>
					<BuildingClass>BUILDINGCLASS_FAIR_GROUNDS</BuildingClass>
					<CommerceType>COMMERCE_GOLD</CommerceType>
					<iExtraCommerce>-5</iExtraCommerce>
				</BuildingExtraCommerce>
</BuildingExtraCommerces>

essentially what I'd like to be able to do is to specify a buildingclass and then change the modifier(s) for that buildingclass - so that only those cities with this building get the change (or if bpickcity is 1 then the city gets the change only if it has the specific building).
E.g. to have something like this:
Code:
<commercemodifiers>
     <buildingcommermodifiers>
            <buildingclass>SOMETHINGOROTHER</buildingclass>
            <iChange>1000</iChange>
            <iChange>1000</iChange>
            <iChange>1000</iChange>
            <iChange>1000</iChange>
     </buildingcommermodifiers>
</commercemodifiers>
 
yeah I was looking at the output, but I was to timid for my test setup :mischief:
anyhow it works - though in order to let people know what is happening I'll probably need to create python help text calls for these events then (not terribly bad - but I have to remember doing so since all other tags come with their own help text already).
However: would it be possible to do these tags on a building or building class base? similar to e.g. the buildingextracommerce tag:

Code:
<BuildingExtraCommerces>
				<BuildingExtraCommerce>
					<BuildingClass>BUILDINGCLASS_FAIR_GROUNDS</BuildingClass>
					<CommerceType>COMMERCE_GOLD</CommerceType>
					<iExtraCommerce>-5</iExtraCommerce>
				</BuildingExtraCommerce>
</BuildingExtraCommerces>

essentially what I'd like to be able to do is to specify a buildingclass and then change the modifier(s) for that buildingclass - so that only those cities with this building get the change (or if bpickcity is 1 then the city gets the change only if it has the specific building).
E.g. to have something like this:
Code:
<commercemodifiers>
     <buildingcommermodifiers>
            <buildingclass>SOMETHINGOROTHER</buildingclass>
            <iChange>1000</iChange>
            <iChange>1000</iChange>
            <iChange>1000</iChange>
            <iChange>1000</iChange>
     </buildingcommermodifiers>
</commercemodifiers>

Absolutely. I'll add building class modififers to the list you orginally gave me and get the entire list done next week.
 
Image is in Arian's even images.

Given that The War of the Worlds by HG Wells would be started and over in less that a turn. I propose the following:-

Happens a maximum of once in a game. Does not happen in all games.

Occurs between the discovery of Artillery and Motorised Transport.

Effect:
  1. All capital cities of size 7 or above were invaded. Population flee the city for other cities in the nation. Reduce population in capital by 1 for each 3 above 7. Move the lost population to neighbouring cities.
  2. Red weed spreads to half of farmed land in the vicinity of the city. Destroying improvements but not resources or routes.
  3. Every coastal city gets a"Thunderchild" monument +1:) and giving all ships +1xp.

I have some graphics for the red weed. ;)
 
That's not really a very negative event in my opinion. :P
 
I know, but, you'd think an alien invasion would be negative... :P
 
I know, but, you'd think an alien invasion would be negative... :P

It wasn't that negative in the book. You still have to get rid of the "red weed" or your capital will starve.;)

I still have to define the "Andromeda Strain" event. It spreads and destroys plant and animal resources and features. It can also be weaponised to use against your enemies.
 
Hmm, well, I guess you know more about War of the Worlds than me, so I'll trust you. :P
 
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