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C2C - Flammability

Discussion in 'Civ4 - Caveman 2 Cosmos' started by Hydromancerx, Oct 5, 2011.

  1. ori

    ori Repair Guy Super Moderator

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    nope.

    You asked for it :p

    I'll just triple their chance now.

    Edit: just noticed that one had its chance set to 5 instead of 625 :blush: anyhow later today there will be an update to the svn with tripled chances...
     
  2. Dancing Hoskuld

    Dancing Hoskuld Warlord

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    Should we really be changing things this dramatically in a freeze period? Wouldn't it be better to hold off until after the freeze is over and v23 out?
     
  3. Koshling

    Koshling Vorlon

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    It's the start of the freeze (so still a week of play test), and we know flamability events were basically not happening, so it seems ok to me in this case. Worst case is we find it dramatically effects our play tests this week and we just set them back temporarily until after v23.
     
  4. ori

    ori Repair Guy Super Moderator

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    I missed that the freeze started :blush:

    I could hold the thing - but I actually don't expect too much mayhem to happen - though it should be noticeable....
     
  5. ls612

    ls612 Deity Moderator

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    I personally wouldn't mind having things actually burning during the freeze. In C2C, that is. :mischief:
     
  6. ori

    ori Repair Guy Super Moderator

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  7. Hydromancerx

    Hydromancerx C2C Modder

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    Yay. Hopefully we will see some fire events now!

    BTW is the Burning down Theater linked to flammability? It seems like it should be if its not.
     
  8. ori

    ori Repair Guy Super Moderator

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    it is not - its one of the old events that I did not touch. I could though - there is another with a burning forge if I remember correctly.
     
  9. Hydromancerx

    Hydromancerx C2C Modder

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    Yeah. All fire related events should be tracked down and linked to the flammability system.
     
  10. Thunderbrd

    Thunderbrd C2C War Dog

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  11. ori

    ori Repair Guy Super Moderator

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    not sure how they should be linked to it though - those that exist are quite specific to specific buildings (apart from the fact that there are only those two that I know of - though there may well lurk others, I just don't have an easy way to look through all events that exist) - one could of course add a threshold check for them easily.
     
  12. ori

    ori Repair Guy Super Moderator

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    Fire event changes:
    removed python check for cando event, now uses xml tags for triggering.
    HighestFire: requires Flammability of >=200, iWeight 7200
    HighFire: requires Flammability of >=150, iWeight 1600
    MediumFire: requires Flammability of >=100, iWeight 400
    LowFire: requires Flammability of >=50, iWeight 100
    LowestFire: requires Flammability of >=25, iWeight 25

    Industrial Fire event now requires Flammability of >=100
    Cigarette Smoker (Theater) Event now requires Flammability of >=50

    They should now actually happen... Please provide Feedback :)
     
  13. Hydromancerx

    Hydromancerx C2C Modder

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  14. anunknownman

    anunknownman Chieftain

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    say has the new version improved flammabiliy????? i honestly played untill the med era with no fires :(
     
  15. ori

    ori Repair Guy Super Moderator

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    I need more feedback on this - but the last changes I made were after v23 I think.
    The problem is getting the thresholds right without actually knowing how flammability is like since I don't have real test cases in terms of where flammability scores are likely to be in various eras, my own games never get very far currently :(
     
  16. Epona222

    Epona222 Chieftain

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    I can give some feedback - I am using SVN from a couple of days ago, and not getting any fire events whatsoever, and never did in previous builds either. Some of my cities have 150 to 200 flammability (early industrial, the cities I refer to have pretty much every +flammability building available, and no -flammability buildings, because most of the -flammability buildings are also -gold, and there's little point in building a -gold building when you don't need to! If stuff starts going up in flames I will worry about the -flammability, -gold line of buildings then, it hasn't happened yet).

    Not getting anything at all.
     
  17. ori

    ori Repair Guy Super Moderator

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    ok 150 to 200 sounds like I got the triggering thresholds about right - actually maybe a tad high - but the chance of them appearing not.
    So I'll push the following:
    new thresholds for smallest to most devastating fire (was 25/50/100/150/200) now 5/25/50/100/150 chances upped a lot (was 25/100/400/1600/7200) now 200/600/1800/5400/16200. Lets see if some cities burn to the ground now ;)
     
  18. Koshling

    Koshling Vorlon

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    The AI effective range settings in the flamability propery defintion XML will need adjustign to match.
     
  19. ori

    ori Repair Guy Super Moderator

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    once the actual values are determined though - right now I am stabbing in the dark to see at what point these events actually fire :)
     
  20. GiuseppeIII

    GiuseppeIII The Third Giuseppe

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    So now we have to worry about...
    Gold
    Science
    Production
    Crime
    Flammability
    Culture
    And much more to come (hopefully)
    Please tell me if I'm missing anything:shifty:
     

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