C2C - Event Ideas

Weekly or at least fortnightly. Major eruptions some where on the planet every year. A new one, usually as a new island every 10 years or so.

HUH, never really thought about it before, i am from middle America, we dont get stuff like that here:p
 
you can force an event with chipotle on using ctrl-alt-e - but I don't think that is what you have in mind.
The volcano events are currently set to only occur on tiles that are visible to you - so think of it as you only getting to know about a subset of erruptions ;)
 
Except I am not getting any and I am sometimes getting notifications about volcanic events in my territory when none is happening.
 
Except I am not getting any and I am sometimes getting notifications about volcanic events in my territory when none is happening.

you should be getting the world text about volcanos erupting in other player's turns/territories - but not get the event popup and then not have an erruption - if that happens something is not working right.

Also the volcano event chances are not that high if its not for an active volcano. If its too low I can always increase that.
 
you should be getting the world text about volcanos erupting in other player's turns/territories - but not get the event popup and then not have an erruption - if that happens something is not working right.

Also the volcano event chances are not that high if its not for an active volcano. If its too low I can always increase that.

The text you get alwasy reports it as being in your territory even when it actually happens soemwhere else in the world.
 
the fire events now happen wery often i get them sometimes every turn, maybe make them a little less frequently, an if something burns down in my city, it is the fire pit ^^
 
Fire events have been decreased a lot - thresholds remain as they seem to work fine.
Chances now lowest to highest flammability: 300, 250, 200, 150, 100 (was 200, 600, 1800, 5400, 16200). They should actually still trigger reasonably frequently, but not overwhelm the event system now. Reason for the decreasing chance is that even at high flammability single building fires should still be more frequent than whole city catastrophic fires.

Flammability Property needs changing in the AI weights, the AI should know that Flammability is not good starting as low as 5, is bad starting at 50 and is really awful starting at 100.

Global Warming event added. This one will need a lot of tweaking. Note: it does alter tiles - but it does not highlight the affected tiles yet, so you may or may not notice anything. This is also a test using the building multiplier, which I have never used before. Chance is 50 times the number of globalwarming buildings a player has. What it does precisely is:
Spoiler :
go read the event python file if you wish to know :p
Less precisely: it mostly does what Hydro proposed.

I actually think this mechanic should not be an event at all but go into the DLL at some point, it is actually quite capable of hogging a lot of computation time with high pollution players. I need feedback on whether it is bearable.
 
Looking forward to someone engineering events to alter terrain more: spreading flooding, wildfires, weather. etc. Slight living world stuff.
 
oh, well then that needs to change ;)
I'll have a look.

Edit: :hmm: the text I am thinking about here shouldn't do that, could someone please post a screenshot, or a quote of the text in question?

I noticed this happens with the Dock Worker's Strike event too. It always says your empire when it happens to someone else.

I found a screenshot from the v16 game that I am chronicling over in Stories & Tales. It says the "better living conditions" event is happening to me (Inca) and I did not see that. The problem might be in your TXT_KEY for those events. I had a tough time getting the number after the % sign in the string to come out right.
 
I'll look into it, probably the wrong tag calling the empire - that is one of the drawbacks from only testing it with the active player ;)

Note, I might not be able to do any more modding this month, I'll definitely be offline starting Tuesday through July 4th.

Edit:
The better living condition event by the way is not even one of my events - so its not just a problem in my files :p
I have replaced the string that I think is causing it with one that looks more proper. I just have no good way of testing it so lets see if its good now. For the recoed, for some reason I used "[CT_EMPIRE]" and have replaced it with "%s1_civ_adjective empire".
 
Middle America, not Mountain Time , Central Time:p:p

Either way your going to be covered in ash from its eruption. :p

@ori

I just made a Garbage Spaceport building. Could you make some event where a ball of Garbage is heading to Earth (much like in Futurama). I am not sure about the choices we should have other than ...

- Make another Garbage Ball of the same mass to deflect the incoming Garbage Ball.

:D :lol:
 
The Harry Potter event dmonstrates the same problem.

I think *something* changed the behavior of the [ct_empire] tag. That is used in all these events. I changed some of them to %s1_civ_adjective empire and hope it helps. It still displays the right text for the active player, I just cannot test it for the nonactive players. I'll push that change today.
 
changed some event texts to hopefully fix the civ displayed as triggering the event.
changed the volcano events, removed requirement to have the plot visible, but it now needs to be owned, also slightly upped the chance of some of the volcano events - overall volcanos will now only erupt in land a player owns but do so a lot more often. The python check that allowed it to act outside the owned lands effectively reduced the odds of the event firing by some magnitudes and I see no good way to overcome that for now.

Essentially without a python check it decides to fire an event, then chooses a plot that fits the xml requirements then fires it. With a python check it decides to fire an event, chooses a plot that fits the xml requirements then does the python check and if the plot doesn't qualify it just goes its merry ways and ignores the event. The isVisible check almost certainly meant that the event actually fired in a small minority of cases in which it was actually triggered - with the event as set up now it will almost always fire if it is triggered (unless the trigger happens to chose a city plot or for a new volcano event a plot with a volcano on it).
Ideally I would like to make the trigger chose a valid plot or if a plot happens to be invalidated by python to chose one that is valid, but I don't see how this can be done right now.
 
Something needs to be done about volcanos. They spawn on resources and destroy them that way. That's really not any fun. Volcanos shouldn't spawn on a tile with a resource.
 
Had a volcano spawn on a tile next to my starting city @ 47840BC. It has erupted 6 times by 39860BC. At 29740 a 2nd volcano spawned from a mountain 2 tiles from my city. I now have 2 active volcanoes in my Fat X. :p

Forget building improvements. It just wastes the gatherer and the production to build a gatherer.

My city has also gotten to size 2 but then went back to size 1 and I don't know how it happened. I'm currently back to pop 2 and watching the food bar every other turn. But this is another problem for another thread.

Yes I agree with Samin. Volcanoes are on the rampage. :/ They must be stopped. But how do you conquer a volcano? My name is Joe but I'm not jumping in!

JosEPh
 
First there are complains that they spawn too little, now too much - I cannot get it right it seems :p

Frankly, some changes I made probably increased the spawning rate for new volcanos by a lot, so I'll tune that down, but I won't get a chance to do so in the next two weeks, I am afraid. As for resources: they should span on obsidian and sulphur, if they spawn on anything else its a bug, and please confirm that they do so.
 
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