C2C - Event Ideas

Hey Hydro, what are you planning for the water pollution buildings? Just a thought: maybe the espionage mission "Poison Water Supplies" Could raise Water Pollution in addition to providing unhealth, this way the spy mission will be more balanced with "Cause Angerness".
 
Hey Hydro, what are you planning for the water pollution buildings? Just a thought: maybe the espionage mission "Poison Water Supplies" Could raise Water Pollution in addition to providing unhealth, this way the spy mission will be more balanced with "Cause Angerness".

I had not thought about that Spy mission. That's a good idea. However I have no idea how that code works.
 
@Hydro: I absolutely dislike the existing global warming mechanic, how about we define a list of which plot type / feature gets changed to what other type / removed through global warming - then we can apply this randomly on x number of plots based on the number of global warming buildings existing in the game.

@DH would you mind giving me an opinion on which of the locust swarms should spawn at what point? By Tech or by Era would be good.
 
@Hydro: I absolutely dislike the existing global warming mechanic, how about we define a list of which plot type / feature gets changed to what other type / removed through global warming - then we can apply this randomly on x number of plots based on the number of global warming buildings existing in the game.

Sounds good.

Terrain
Ice -> Permafrost -> Tundra -> Muddy -> Lush -> Grasslands -> Plains -> Scrub -> Desert -> Dunes

Marsh -> Muddy -> Lush -> Grasslands -> Plains -> Scrub -> Desert -> Dunes

Barren -> Scrub -> Desert -> Dunes

Rocky -> Scrub -> Desert -> Dunes

Polar Coast -> Coast -> Tropical Coast -> Salt Flats

Polar Ocean -> Ocean -> Tropical Ocean -> Tropical Coast -> Salt Flats

As you can see if the whole planet turns into Venus the land becomes Dunes and the oceans become Salt Flats.

Terrain Features

Name = Disappears At
Forest = Desert
Bamboo = Desert
Savanna = Desert
Jungle = Desert
Tall Grass = Desert
Swamp = Plains
Bog = Plains
Kelp = Salt Flats
Coral Reef = Salt Flats
Icebergs = Ocean or Coast

Not sure how to simulate sea level rise. Perhaps when you loose the Polar Ocean to Temperate Ocean the sea level will raise an add a coastal tile of the same type to the land tile adjacent to them.

Pollution Buildings

Here are all the Pollution buildings and their values.

100 = Light Smog
200 = Moderate Smog
250 = Minor Global Warming
300 = Minor Ozone Depletion
400 = Acid Rain
500 = Heavy Smog
550 = Moderate Global Warming
600 = Moderate Ozone Depletion
700 = Coral Reef Bleaching
800 = Major Ozone Depletion
850 = Major Global Warming
900 = Toxic Atmosphere
1000 = Blackened Skies

Use this as a guide when ramping up the effects of global warming.
 
@Hydro: I absolutely dislike the existing global warming mechanic, how about we define a list of which plot type / feature gets changed to what other type / removed through global warming - then we can apply this randomly on x number of plots based on the number of global warming buildings existing in the game.

Yeah i disable mine all the time.
 
Re: sea level rise: how about an attempt at the following: so long as there is still (sea) ice around have the coastal stuff go to tropical and then tropical ocean, then stay there - once no more ice is in existence have tropical ocean go back to tropical coast and then towards salt flats.

When new ocean is created by means of going tropical coast -> tropical ocean one could check surrounding tiles and give each land tile a chance to be submerged as coast.

Note this is still just throwing out ideas I have yet to try to make it happen ;)
 
I cannot tell y'all how awesome I'm finding this whole line of reasoning! Wicked cool stuff I've always hoped we'd get around to working up someday. MUCH better than just global warming spotting the world with desert spaces. Wasn't it last done like that in CivIII at some point? I really appreciated the terrain steps rather than just 'blam' here's a desert plot! And with our 'in depth' new terrains, this could get really cool.

I like the ideas of the ice melting, the ocean rising, then eventually receding as it evaporates under severe global warming conditions.

Maybe, too, we should consider the atmospheric conditions in the global warming/altering scenario. After a severe nuclear attack, we could experience a great deal of global FREEZING as the atmosphere thickens to a solid cloud that allows no light in at all (nuclear winter).

Also, would it be possible for fallout to 'drift' and ravage territory directly? There's a strong (Ancient Aliens) theory that suggests that Sumeria's 'black wind' that destroyed the entire civilization was the result of fallout from nuclear blasts wafting over the nation (stemming from the destruction of Soddam and Gamorrah (sp?)). We have no mechanic for this sort of thing, even if it would stem from even more advanced weaponry than we currently have (perhaps from the splitting of a more advanced synthetic radioactive element.)
 
:hmm: I have some troubles with the new animal migration events - they are all setup to go (well except that the icCoastalLand python check doesn't fire for me - but I'll just create a workaround for that if necessary). However they place older resources just fine, like Mammoth, but once I try to have them place Llama, Donkey, Walrus or Sea Lions they just fail without explanation. Is there anything done differently with these bonuses?
 
:hmm: I have some troubles with the new animal migration events - they are all setup to go (well except that the icCoastalLand python check doesn't fire for me - but I'll just create a workaround for that if necessary). However they place older resources just fine, like Mammoth, but once I try to have them place Llama, Donkey, Walrus or Sea Lions they just fail without explanation. Is there anything done differently with these bonuses?

I am pretty sure that Koshling in the AI has something to add to it before the python can do like call backs, but i am not absolutely sure.
 
Re: sea level rise: how about an attempt at the following: so long as there is still (sea) ice around have the coastal stuff go to tropical and then tropical ocean, then stay there - once no more ice is in existence have tropical ocean go back to tropical coast and then towards salt flats.

When new ocean is created by means of going tropical coast -> tropical ocean one could check surrounding tiles and give each land tile a chance to be submerged as coast.

Note this is still just throwing out ideas I have yet to try to make it happen ;)

Sounds great! Infact we should try to get something set up for early game where mini ice ages can form by making tiles become colder. And then back warmer when the ice age goes away. Basically global warming in reverse.
 
Sounds great! Infact we should try to get something set up for early game where mini ice ages can form by making tiles become colder. And then back warmer when the ice age goes away. Basically global warming in reverse.

In Kael's Mod (FfH2) that Firaxis added to BtS as a mod, i believe had a Blizzard condition that comes and goes , stuff like that, "I believe?"
 
Well the Blizzard condition is like the storms in that they are a terrain feature that can be added and ten taken away. However it takes the same spot as trees so if we have it it would have to be on terrain without trees.

But I forgot who said it (AIANdy maybe) but they said it might be possible for us to have a new map layer just for weather. This would be so awesome if possible since we could add dynamic weather to the game without disrupting terrain features.
 
In FfH they have a tile counter, i.e. they define a terrain type to which the tile reverts after x turns - and then change its type temporarily. Its actually quite neat. No idea how its done code wise though...

Edit: actually I do: just look at the DLL for FfH - what we would need would be their TempTerrainType mechanic - I doubt that that can be done in Python alone.

I am pretty sure that Koshling in the AI has something to add to it before the python can do like call backs, but i am not absolutely sure.

well same seems to apply with just xml based events - they won't spawn the four resources I listed above even if they do spawn others just fine :sad:
So until I get pointers on what to do I'll put those on hold...
 
:hmm: I have some troubles with the new animal migration events - they are all setup to go (well except that the icCoastalLand python check doesn't fire for me - but I'll just create a workaround for that if necessary). However they place older resources just fine, like Mammoth, but once I try to have them place Llama, Donkey, Walrus or Sea Lions they just fail without explanation. Is there anything done differently with these bonuses?

There should be no difference between the old and the donkey and llama resources. IIRC the Walrus and Sea Lion resources are different because we add them in after the map is complete so that they only appear on coastal plots in polar regions for both plus single plot islands anywhere for Sea lions. Probably should do a line by line compare of the XML definitions for them just in case eg mammoth <-> donkey.
 
There should be no difference between the old and the donkey and llama resources. IIRC the Walrus and Sea Lion resources are different because we add them in after the map is complete so that they only appear on coastal plots in polar regions for both plus single plot islands anywhere for Sea lions. Probably should do a line by line compare of the XML definitions for them just in case eg mammoth <-> donkey.

I just did the following: I used the mammoth event and triggered it - which works fine, then I just changed the bonus added from bonus_mammoth to bonus_donkey or bonus_llama or bonus_walrus or bonus_sea_lions and none of them worked. I am stumped there :dunno:
 
I just did the following: I used the mammoth event and triggered it - which works fine, then I just changed the bonus added from bonus_mammoth to bonus_donkey or bonus_llama or bonus_walrus or bonus_sea_lions and none of them worked. I am stumped there :dunno:
According to the XML donkeys require flat plains without features that are not next to a river. I guess that is very rare.
 
doesn't matter for events - I can spawn mammoth in desert just fine :confused:
besides I had it set up for plains as its own event - and I am certain there were no typos since it doesn't throw an error message, yet it didn't work either. Now if for whatever reason it cannot go away from its native terrain, then I can try that and worldbuild the tile. :hmm: I'll try that next.
 
AIAndy: thanks, you put me on the right track for llamas and donkeys :)

Added Llama Migration - Active 90%, iWeight 50
on barren, scrub or desert tiles, starts at Scavenging, no feature, road, other bonus or improvement allowed on tile

Added Donkey Migration - Active 90%, iWeight 50
on plains tile, starts at Scavenging, no feature, road, other bonus or improvement allowed on tile

Added Walrus Migration - Active 90%, iWeight 50
on snow, permafrost or tundra tile, starts at Scavenging, no feature, road, other bonus or improvement allowed on tile

Added Seal Migration - Active 90%, iWeight 50
on snow, permafrost or tundra tile, starts at Scavenging, no feature, road, other bonus or improvement allowed on tile

Walrus and Seal may or may not work, my test cases don't get it to trigger, but show no error either, if you see them, let me know.

Removed a fire event that I had put in for testing :blush:

Added a few terrain types to the other game migration events - essentially mimicking the terrain type tag of the bonus infos - they still don't have all possible tiles available for this event, might change that.
 
@ori

Could you add scrub or desert to donkey?

Also seals should not be limited to polar areas. There can be seals in the tropics too.

And yeah Mammoths should not spawn in the Deserts.

No I cannot since it won't work. The bonus file would need to include that apparently. Which is unfortunate since they are actually desert animals. I had set it up for desert and scrub - but changed it so that it actually works...


Edit: added scrub and desert terrain, thanks DH

For Seals I have used the terrains allowed in the bonus file - again, I had set it up differently, but no worries it won't work either way I fear, but generally I agree, again I had set it up differently.

As for Mammoths: well actually turns out I was mistaken :p I can only spawn them where the bonus_infos would allow their placement...
 
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