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Community Patch Events Development

Discussion in 'Mods Repository' started by Enginseer, Jun 17, 2016.

  1. black213

    black213 Chieftain

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    @Enginseer :)
     
  2. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Delayed because of a readjustment due to the changes made in the new beta. :(
     
    black213 likes this.
  3. LucidAPs

    LucidAPs Chieftain

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    Any news? :)
     
  4. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Got a complaint to make, Do it in the Discord Server!
     
    Serind and JNZS13 like this.
  5. a1nosweat

    a1nosweat Chieftain

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    Venice event sprung a pioneer t89. working as intended? Seems really strong
     
  6. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    I find that the AI will idle their Venetian Settler because it's not a strong priority for them to settle? (Idk considering they are venice)

    If I made it a Pioneer, they seem to settle anywhere regardless of how bad the city start is.

    Perhaps I should up the national population requirement from 15 to 25 however..
     
  7. a1nosweat

    a1nosweat Chieftain

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    Is not so OP. For some reason I thought it would settle with buildings from 100 turns later, not so.
     
  8. ProCatGamer

    ProCatGamer Chieftain

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    Is there a way to increase the rate of events occurring:undecide::undecide:
     
  9. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Inside the CE folder, there is a developmental file...
    Code:
    UPDATE Defines
    SET Value = 9
    WHERE Name = 'EVENT_MIN_DURATION_BETWEEN';
    UPDATE Defines
    SET Value = 24
    WHERE Name = 'CITY_EVENT_MIN_DURATION_BETWEEN';
    Set the value lower for your preferences.
     
  10. ProCatGamer

    ProCatGamer Chieftain

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    Is the value set in terms of minutes or turns? Like the min between duration is 9/24min or turns?
     
  11. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Turns.. not sure why it would ever be minutes.
     
  12. KittyKat3120

    KittyKat3120 Chieftain

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    How often does a civ event occur? As sometimes I will have the requirements but it won't appear :blush:
     
  13. a1nosugar

    a1nosugar Chieftain

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    There are a few events that don't scale, being asked if I want 10 culture in the year 1800 is a bit unnecessary...
     
  14. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    you could either have 10 culture or a pillaged improvement :goodjob:

    I'll take a look next update.
     
  15. HungryForFood

    HungryForFood Chieftain

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    Make them obsolete maybe? They are taking the event proc over other potentially more interesting events.
     
    Arthur Jama likes this.
  16. Stalker0

    Stalker0 Baller Magnus

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    I was curious if you all think these are polished enough to bring into the mod as core?

    I feel that if events are enabled, than having a solid suite of them is good. And of course people can turn off this mod by disabling the event system.
     
  17. CasusAmor

    CasusAmor Chieftain

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    Man, the events for Persia are so unimmersive.. XD
     
  18. Gordon Ramesses

    Gordon Ramesses Chieftain

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    There are a number of options in the advanced settings menu that can be used to enable or disable specific parts of the events system. Options to toggle things like Good Events, Bad Events, Trade Events, Civ Specific Events and so on.

    Correct me if I am wrong or this has been changed recently, but I remember Natural Wonder Events not belonging to any of those event subcategories.

    This was rather irksome for me a while back when I had this mod and the 3rd and 4th Unique Components mod installed together in a modpack. I started a game as Mongolia and didn’t feel like having events enabled that specific game. However, some of the components added by the 3rd and 4th Unique Components mod require the events system to be enabled in order to work properly (I believe Carthage’s Tophet UB was one such example). At first I thought this was going to cause some issues, however I then remembered that I could simply leave the core events system enabled and disable all of the event subcategories (bad events, good events, etc.).

    Disabling all of the individual types of events like that should effectively disable all events despite the core system being enabled. However, I noticed the Natural Wonder Events were still triggering. I realized this as I started my game as Mongolia near King Solomon's Mines and I planted my second city next to it. For the remainder of the game, I was getting events that would spawn barbarians or do things like increase the :c5production: Production and :tourism: Tourism yields of the national wonder, for example, when I didn’t want those kinds of things happening.

    I don’t think it necessary to add a new ‘Natural Wonder Events’ subcategory of events in the advanced options menu. Rather, could Natural Wonder Events simply be included under something like the ‘Neutral Events’ category for customization purposes?
     
  19. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    ok :) soon
     
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  20. AndreyK

    AndreyK Chieftain

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    The Grand Souk for Arabia doesn't give additional lux at least if you build it after building East India Company
     

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