C2C - Flammability

:devil: the fire events are done :band:
bad news is:

Currently changes to specific building types are quite ugly to code so I would prefer if you would model that as city property changes instead.

These tags are now available for event triggers (please test them, I coded them during business travel so they are not very well tested):
PrereqMinProperties - for a city event specify minimum property values below which the event cannot trigger, e.g. crime rating > 100
PrereqMaxProperties - same but specifies maximum property values, e.g. crime rating < 100 if you don't want a high crime event triggering in a low crime city
PrereqPlayerMinProperties, PrereqPlayerMaxProperties - the same but also works for non city events and the restriction applies to the accumulated property value for a player.

New tags for events (should also display in the mouseover over the event choices):
Properties - changes properties in a city for city events
PropertiesAllCities - changes properties in all cities, works for both city and non city events

PrereqMinProperties doesn't do anything :(

I have it like this:

Code:
			<PrereqMinProperties>
				<Property>
					<PropertyType>PROPERTY_FLAMMABILITY</PropertyType>
					<iPropertyValue>500</iPropertyValue>
				</Property>
			</PrereqMinProperties>

and it triggers regardless of flammability - I have now added python callbacks just to get it out of the door for now.
 
PrereqMinProperties doesn't do anything :(

I have it like this:

Code:
			<PrereqMinProperties>
				<Property>
					<PropertyType>PROPERTY_FLAMMABILITY</PropertyType>
					<iPropertyValue>500</iPropertyValue>
				</Property>
			</PrereqMinProperties>

and it triggers regardless of flammability - I have now added python callbacks just to get it out of the door for now.
Is the trigger you tested it with one that picks a city?
How did you test it?
 
Yay! So how do you have it working at the moment?

my post detailing this in the random events thread did not go through last night due to server problems - I'll post it now.

Is the trigger you tested it with one that picks a city?
How did you test it?

it picks a city - I have a trigger (its in the svn files now for cityfire_highest) that should fire at >=500 - with my python callback it does - with the above in it it fires also in a setup where the city has 480 or is burned down to below 250.
 
my post detailing this in the random events thread did not go through last night due to server problems - I'll post it now.



it picks a city - I have a trigger (its in the svn files now for cityfire_highest) that should fire at >=500 - with my python callback it does - with the above in it it fires also in a setup where the city has 480 or is burned down to below 250.
Ok, how do you cause a certain trigger to try to trigger for testing?
Do you have a good testcase I can use?
 
take the attached save - the city has 480 flammability.
with chipotle you can use ctrl-shift-e to get a list of triggers - the last ones in the list are mine.
 

Attachments

take the attached save - the city has 480 flammability.
with chipotle you can use ctrl-shift-e to get a list of triggers - the last ones in the list are mine.
I was not able to open the save (directory name of mod is different).
But I have used another save game to test it. I added a prereq of 150 flammability to the simple forest fire event.
Then I used an old save game that has quite a lot of cities but the old accumulated value in all cities below 150. With modifier recalculation that went above 150 (due to asset changes in the meantime).
Before the modifier recalculation Ctrl-Shift-e did not trigger the forest fire in any city. After the modifier recalculation it did trigger in a city with above 150 flammability.
So I'd say it seems to work fine.
 
I was not able to open the save (directory name of mod is different).
But I have used another save game to test it. I added a prereq of 150 flammability to the simple forest fire event.
Then I used an old save game that has quite a lot of cities but the old accumulated value in all cities below 150. With modifier recalculation that went above 150 (due to asset changes in the meantime).
Before the modifier recalculation Ctrl-Shift-e did not trigger the forest fire in any city. After the modifier recalculation it did trigger in a city with above 150 flammability.
So I'd say it seems to work fine.

Create a soft link. mkjoin is the command as I recall. That way you can have multiple, directory names all pointing to the same physical directory. You then just need to edit your INI file to start the mod as the other name and it all works.
 
Turn 661 (Marathon game) and so fare no Fire event for me with my v19 game. But sadly I dont know how to see the Flammability of my Citys.
 
One thing to note is that I did not get around to use the xml tag to trigger the events, but still use python callbacks, I fear this means that it first chooses a city, then decides whether it can trigger the event, instead of choosing a city that can trigger the event in the first place. As a net effect I suspect that the triggers are actually activated a lot less than they could be (I may be mistaken).
I plan to do some more event coding next week when I have some spare time, so I hope it increases the fire events.
Nevertheless one can also discuss lowering some or all threshold or increasing the chances.
 
Are people getting fires at all? Should the amount be increased or anti-fire building be reduced?

Fire events might need their trigger levels lowering a little or their trigger probbilities raising a bit (probably the latter but I haven't really examined the flammability numbers I'm seeing in cities so I can't be sure of that)
 
I halved the triggering levels recently - did that change anything?

I am guessing not since some people thought that Flammability was just added an have not really encounter the event in their games.

I personally have only seen 1 fire event and I don't even in think its related to yours. It was the Theater Burned down event. Is that linked to your fire events?
 
I halved the triggering levels recently - did that change anything?

I think that the problem with the Fire events is not that the minimum Flammability thresholds are too high, but that the probability of a Fire event being triggered is too low. Even when my cities have high levels of Flammability, nothing ever seems to happen.

To answer your question, not really, I have only ever had one event involving fire, where my Marketplace burned down. It had almost no impact on my gold reserves at the time to rebuild.
 
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