C2C - Flammability

Note players think the game is out to get them if an event totally destroys a city. It only happens to them, even when it does happen to AI players. ;) This is the main reason the current volcano and earthquake events do not damage cities.
 
Note players think the game is out to get them if an event totally destroys a city. It only happens to them, even when it does happen to AI players. ;) This is the main reason the current volcano and earthquake events do not damage cities.

The game IS out to get them. Muahahaha! :evil:

But seriously having a super rate 10.0 earthquake that wipes a city off the map would be awesome. Especially if it happens to an AI you hate. ;)
 
If by destroy the city you mean crack the continent in half ... then yes, yes it will be Awesome

However I've noted a great lack continental drift going on... or new mountains being formed.

A 6-7 will crush a nonmodern city with ease.

One of the things the US reportedly got civilan kill credit for in Afganistan is that bombing mountains causes shock waves... large portions of the population lives in mud huts. Not even bothering to fire the bricks... so 10-20 miles away or something poorly made mud huts collapses in on them and they got sufficated or crushed by their own house. Add in a tendancy to cluster in houses and death toles skyrocket.
 
Does a negative flamability total inhibit the events entirely? (it probably should)

right now I need to set the triggers - but even the rare fires will not trigger below a combined value of zero (likely something like 50 or 100 as the lowest threshold).

As for destroying a city: I am loath to do that - there is a good reason why the tsunami event (that can do that) was disabled in BtS by default. Killing a city is an extremely disruptive event and I am not sure its drawbacks are outweighed by any realism arguments or game play considerations.

As for the other earthquake stuff: I need to think about it - it is certainly possible to trigger a fire event after an earthquake event.
 
I personally would love a event xml tag that allows to change the building property (i.e. takes a buildingclass tag and then adds the property change either to the city (if bpickcity is 1) or to all cities with the respective building :)
 
I personally would love a event xml tag that allows to change the building property (i.e. takes a buildingclass tag and then adds the property change either to the city (if bpickcity is 1) or to all cities with the respective building :)
I planned that already. Should be added some time mid of this week.
Also prereq tags for event triggering.

@Hydro: I will add that as well (probably better than the workaround of adding a free building to all cities that increases flammability).
 
Building. So I can say make a wonder that give +/- X amount of flammability to every city.
That tag is added now with the name PropertiesAllCities (instead of Properties for the property tags that only add to the city in which the building is built).
 
That tag is added now with the name PropertiesAllCities (instead of Properties for the property tags that only add to the city in which the building is built).

So do you write it like this?

Code:
<PropertiesAllCities>
	<Property>
		<PropertyType>PROPERTY_CRIME</PropertyType>
		<iPropertyValue>30</iPropertyValue>
	</Property>
	<Property>
		<PropertyType>PROPERTY_FLAMMABILITY</PropertyType>
		<iPropertyValue>-20</iPropertyValue>
	</Property>
</PropertiesAllCities>
 
So do you write it like this?

Code:
<PropertiesAllCities>
	<Property>
		<PropertyType>PROPERTY_CRIME</PropertyType>
		<iPropertyValue>30</iPropertyValue>
	</Property>
	<Property>
		<PropertyType>PROPERTY_FLAMMABILITY</PropertyType>
		<iPropertyValue>-20</iPropertyValue>
	</Property>
</PropertiesAllCities>
Correct.
 
As things stand the AI has ABSOLUTELY NO WAY to understand any of these tags and will TOTALLY ignore them, and any consequences of them. The property defines have to have a system of AI informaion to let it take account. Ideally I think:

1) Range indicating what value is considred 'more or less ultimately bad' through to 'more or less ultimately good' (i.e. -the effective operating range of the value)

2) A 'just how seriously do I need to take this value' (AIWeigh of some sort)

3) A scale type - i.e. - should the AI scale the way it considers the value according to:
  • No scaling (it's the same for all cities)
  • City size scaling
  • Total civ size scaling (i.e. - it would effect everything potentailly)
 
2) A 'just how seriously do I need to take this value' (AIWeigh of some sort)
That is already in the property info but not connected to any AI code nor set properly in the XML (only set to 1 at the moment).
I have no idea what it should be set to and how high other values are in comparison.
There is also an AICategory which is currently just an int without any meaning (supposed to be changed to an enum at some point).
 
That is already in the property info but not connected to any AI code nor set properly in the XML (only set to 1 at the moment).
I have no idea what it should be set to and how high other values are in comparison.
There is also an AICategory which is currently just an int without any meaning (supposed to be changed to an enum at some point).

Yeh, I've been thinking about how I'd use them in the AI, and my conclusion was the three things I posted above would probably be the best way (and easy to incorporate into the AI) :

operationalRange Effective min value expected->effective max value expected (values below min or above max are fine but the idea is to provide the AI with an expectation of the raneg it will typically move between)

AIWeight Fine as it is. For now setting it to 1 or -1 (if the property getting higher is bad) is fine, and we can tune later

ScaleType One of 'Unitary', 'City', 'Area', 'Player', 'Team'. Basically the amount the AI will scale up the goodness/badness by. Respectively (1, city pop, area pop, civ pop, team pop). For flammability for example I think it would be 'City' most likely (so having a highly flammable capital with lots of valuable buildings is worse than a highly flammable village)
 
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