C2C - Event Ideas

Implemented two more tags for events:

Code:
<YieldModifiers>
- same syntax as it has on buildings. Works on player or on cities.

Code:
<BuildingCommerceModifiers>
    <BuildingCommerceModifier>
        <BuildingClass>
        <CommerceType>
        <iCommerceModifier>
    </BuildingCommerceModifier>
    ...
</BuildingCommerceModifiers>
e.g. -

Code:
	<BuildingCommerceModifiers>
		<BuildingCommerceModifier>
			<BuildingClass>BUILDINGCLASS_MARKET</BuildingClass>
			<CommerceType>COMMERCE_GOLD</CommerceType>
			<iCommerceModifier>100</iCommerceModifier>
		</BuildingCommerceModifier>
	</BuildingCommerceModifiers>

adds an extra 100% gold modifier to all markets.

Note - the <BuildingCommerceModifiers> tag is only usable (or at least only does anything) on player-targeted events. On a city-specific event it has no effect as cvCity has no methods that allow building modifiers to be set (currently anyway). Using it on a player-targeted event has that effect on all buildings of the specified type belonging to the player in question - this is a VERY powerful modifier - use with care!

Also a few bugs I discovered while testing this (which still need to be addressed):

  1. EVENT ids are remapped by max compat save games, but EVENT TRIGGER ids are not. This means that non-recurring events can recur across asset changes that add or remove event triggers.
  2. The UI takes no account of building commerce modifiers (whether from this new event source or any other source that was already in the game), with the result that hover texts can be quite inaccurate - for example with my +100% gold modifier to markets test event, the hover text for markets in the cities didn't show the increase of the modifier (from 15% to 115%), and the hover text for the city commerce output number didn't add up correctly (the overall number is correct though so it's just hover texts)

I'll address at least the first of those tomorrow.

@ori - please let me know if theese work as you expect, and which tag you'd like as highest priority next
 
Thanks, unfortunately I'll be away from my modding computer until the weekend so I won't be able to test them. The commerce modifier tag was the one missing for the internet events - so that will be extremely helpful already :)
As for more: I put the list roughly in order of my wishes - however to be quite honest: it is unlikely that I will be using more than maybe the yield modifier in the next two or so weeks - I'll first finish up the fire stuff, then probably add all the internet events and then go for criminal events, which can actually work fine with what we currently have. Once that list is done though the remainder of the list becomes quite interesting again ;)
 
Fix to map event trigger ids pushed to SVN. It won't fix already-screwed up values in existing games, but it will prevent asset changes screwing anything up in this regard in future.
 
@ori

attachment.php


Here is a better picture for your mammoth migration event.
 
I've just got an idea for a new event ^^


Requirements to be triggered: Democracy as civic, Mass Media



The conservative opposition party has problems to find a suitable guy running against the centrist president. What shall be done?

picture:
Spoiler :
slide_212843_759299_splash.jpg


- do nothing. The president will likely be re-elected and avoid to increase the military-industrial-complex subsidization (-1% military production, +1 :health:/city with welfare civic 'socialized' )


- spend 3000 :gold: to the Super-PAC of this guy (+5%:gold:/city/turn with economy civic 'corporatist')

Spoiler :
image-324891-breitwandaufmacher-tvan.jpg

- please not this guy!
spend 3000 :gold: to keep the race open
(33% chance to get a bonus for religious civic 'intolerant' [+33%spread rate of state religion, +33% faster building of missionaries of state religion],
33% chance to get a bonus for economy civic 'free market' [+1 trade routes/city, -1% military production +1 relations with democratic civs]
33% chance to get a bonus for education civic 'propaganda' [+5% :espionage:,-5% war wariness])
 
I am using the C2C version 21 official release. There have been a couple of random events occur in my current game that I think need to be updated - they seem suitable for ROM/AND but with all the changes in C2C the results seem out of place.

1. A locust swarm has destroyed a farm in your territory - at the moment this just wipes out a farm, as we now have actual locust swarms IMO one should spawn on the tile and start 'pillaging' your improvements until it is stopped.

2. A rich source of tin has been discovered - at the moment this gives +1 gold to the tile, now we have tin in the game as a map resource this event should place the resource on the map in the affected tile.

Sorry if these have been mentioned already, I haven't read through the entire thread.
 
:wavey: just to let everyone know that I am still around. Though my forced leave of absence due to RL was extended by a week...
After next weekend I should slowly get back to modding around here though :)

Yay! That's great! The most major change while you were gone is that AIAndy has/is implementing an Extended Property System, so as to turn all sorts of game mechanics into properties. This means more events, mainly to make the properties have effects on other parts of the game. Great to have you back. :goodjob:
 
:clap::thanx::w00t:

Welcome back Ori!

JosEPh :)
 
what about a steam punk event: need mad scientist castle
one of the mad scientists has gone to far with his experiments of two headed guinea pigs
a mob of peasent of the surounding area wants to burn down the castle and destroy his work

1. we have to stop this, let them burn it down ( lose the castle, + one hapines )
2. let them burn down the castle but take the animals and take them in our petting zoos (lose the castle, every petting zoo gets +2 research -2 unhapines
3. the research is too important ,our troops have to defent the castle ( 3 turns of unrest in the city )
Kreatur is online now Report Post Edit/Delete Message
 
I think I'll spend the week trying to understand where we currently are in terms of properties etc. And actually play the game again for once :mischief: And then restart at the fire events and move to some crime stuff. Any wishes/ideas/criticism is highly appreciated.
 
I think I'll spend the week trying to understand where we currently are in terms of properties etc. And actually play the game again for once :mischief: And then restart at the fire events and move to some crime stuff. Any wishes/ideas/criticism is highly appreciated.

Had some Ideas for events/features, reposting them fromt he ideas discussion thread:


That's a good idea. I personally would love to have big disasters in the game. Its makes for a much more interesting game.

Yeah, sure here some ideas for next versions based on your input:


flexible enviroment, a good very good thing to feaure on a brighter scale in coming versions

Imagine: whole plains on fire.. (bonus worker action for aborigine civ?),
smoking hill ridges...(graphics, if not there otherwise could be city fire/volcano smoke merged with food for plains/hills fire?)
floods near rivers... (graphics: maybe coast waves, mirrored a few times , overlaying the tile for x turns?)
the circle of life from birth to rebirth (obsidian in eroded volcano is a beginning,
burnt down prime timber to corn could be a sequel, wheat on a tile after a flood or fish in a new lake tile there -> shifting landscape, shifting resources -> adept to that shifting landscape with nomad camps)

ice ages, shifting tiles -> try to emulate that on GEM by coded events shifting tile XX,YY at lets say 50000 BC from grasslands to tundra, at 30000 BC to ice, at 15000 BC to plains and 10000 BC from plains to coast (This timescale coding for the tiles of north sea for instance could simulate England becoming cut off of mainland after the ice age. ---> new player strategy feature for builders: search refuge on an island after last huge ice age end [small iceages could still change tiles here and there from time to time] ---> over tiume cut off islands feature not bound to GEM but also scripted in other map times.)

tectonics --> shifting tiles (hills becoming mountains, coast becoming ocean ect) but very seldomly
(certain tech or lab could give the bonus of detecting such events to bring populations in security, so settlements don't lose popultion on this anymore --> more risky to settle in certain landscapes)

-> Beginning around 300000/200000 BC for techs like Fire or Petroglyphs to better fit in --> longtime goal to be able to scale the prehistoric techtable --> early diplomacy (like tribes exchanging women and stuff :rolleyes: having common other enemy tribes) . early wanderer/spy action ('watch and learn' --> wanderer would 'live' a certain time (X turns tied to that other civs nomad camp) with other tribe and gather some research points on techs, while other tribe also gets points with you, like tech trading on a very basic level + improving relations)... would make prehistoric age not so long and boring at times...more roleplaying like, but also historically accurate at some point.

Huge topic at issue, I know, but just wanted to let you know what for my part would be most ambitious but yet most impossible to work on alone. As long as multiple maps are not yet there, perhaps in the suggestions above the largest progress regarding to new features (aside the great hereos non combat achievement promotions tree) and interesting gameplay could be made...

Yeah and the myths/tales you collect in beginning could be much more personalized
(as game option). The first units could get also specific names instead of "Wanderer 2 from Capital".

So if your early wanderer Hutzlipochli from Theotiacan domesticates a snake (not a feathered one, though), and brings it to town, you see some neat pics or a little movie about early human/snake interaction myths and the text of the events would also be personalized, it would give a good 'round' feeling to new players, maybe a little bit as if it were a commercial game - i mean do we really want that but what ever would be game option anyway^^ ;-)



EDIT: Ori, do you think that events could have videos instead of plain pictures? So if you catch a rabbit maybe you could, if you set game option to activate that the first time you catch maybe a certain animal like a rabit you have a little movie triggered showing a tracker hunting a rabbit (I saw some very very good examples for those purposes in this excellent documentation http://www.youtube.com/watch?v=SnfQWUENxnQ ). Might be a good feature for movie-lovers or newbies to C2C to get into the mood of the game...
 
Asteroid Event Chain:

This is an idea I've had for a while, about the possibility of an asteroid approaching the Earth in the late Modern/Transhuman Eras, and what you would do about it. Has three events total;


Event 1: We've sighted an asteroid

Requires: Rocketry, expires in the Galactic Era

"Sir, our civ's telescopes have sighted an asteroid that might be on a collision course for us. What shall we do?"

Option 1: Do nothing (+1:mad: civwide, as people see the gov't as out of touch, comes into play in Event 3)

Option 2: Research possible solutions (requires The Laser or ICBMs, costs 1000 :gold:, comes into play in Event 2)


Event 2: It's coming!

Requires: 25% chance of occuring 10-30 turns after event 1, The Laser, chose option 2 on Event 1.

"Sir, that asteroid is definitely going to hit our planet, what shall we do!"

Option 1: Fire Nuclear Warheads at it (requires a nuke, uses said nuke, asteroid goes away)

Option 2: Fire Lasers at it (requires the Laser, costs 5000 :gold:, asteroid's course is diverted)

Option 3: Aw, crap, we can't stop it (a random 3x3 area with no cities gets turned into craters)


Event 3: We're Doomed!

Requires: 25% chance of occuring 10-30 turns after event 1, chose option 1 on Event 1.

"Sir, that asteroid you told us to ignore, well, it's going to hit us!"

Only Option: Why did I not do something about this earlier? (a random 3x3 area with no cities gets turned into craters, Gain +10 civwide:mad: for all the obvious reasons)


Event 4: Cleanup

Requires: The asteroid actually hit the planet.

"Sir, what shall we do for the victims of this awful disaster?"

Option 1: Do nothing (+4 civwide :mad:, you are going to have a lot of :mad: at this point)

Option 2: Open refugee camps in our cities (Costs 5000 :gold:, increases all your cities :) by 1)

Option 3: Resettle the victims in our cities at public expense (Costs 15000 :gold:, increases all your cities pop by 1)


Is this at all possible, and how much work would it be Ori?
 
I think I'll spend the week trying to understand where we currently are in terms of properties etc. And actually play the game again for once :mischief: And then restart at the fire events and move to some crime stuff. Any wishes/ideas/criticism is highly appreciated.

Do you know how to do Quests? Cause i know FfH2 had alot of them, and makes for a fantastic more enhanced game? For those at certain times gets kind of boring at places in the tech tree, just a thought.
 
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