Community Patch Events Development

Code:
[921052.015] near ";": syntax error
[921052.046] near "    ": syntax error
[921052.046] columns Language, Tag are not unique
[921052.046] columns Language, Tag are not unique
I'm guessing there are some SQL errors somewhere in your mod list.
 
Code:
[921052.015] near ";": syntax error
[921052.046] near "    ": syntax error
[921052.046] columns Language, Tag are not unique
[921052.046] columns Language, Tag are not unique
I'm guessing there are some SQL errors somewhere in your mod list.

Crap, know how I can find the mod responsible? Been running with a similar mod list for months (but I've had this issue for a while as well...I just found a workaround when it happened but no such workaround this time).
 
Go in the past and stop the Puritan Revolution. You get to enjoy a huge amount of starting bonuses from 2nd and 3rd in exchange for a hefty penalty from your 4th.
All I'm saying is that simultaneously filling your territory with more barbs than you can field soldiers, while simultaneously shutting down every city for 3 turns is way overdoing it. Just shutting down every city for 3 turns can straight up lose you a game, if you're close to 0 gold your entire army will probably disband. Anarchy is just way too horrible of an event to play this loose with.
 
All I'm saying is that simultaneously filling your territory with more barbs than you can field soldiers, while simultaneously shutting down every city for 3 turns is way overdoing it. Just shutting down every city for 3 turns can straight up lose you a game, if you're close to 0 gold your entire army will probably disband. Anarchy is just way too horrible of an event to play this loose with.
I thought about it but no if the AI england can handle anarchy on settler and still manage their empire there is no reason to change it.
 
regarding the event " mind the gap"
First of all I dont understand how implementing a public transport is causing pollution. the whole point of a public transport system is to reduce personal vehicles and therefor reduce pollution. A city with a bus system should at least have less pollution than a city without one.
I also think its unfair that both the "good" choices require the city to have the train station, because seaport is obliviously a much better choice in a coastal city. in my opinion there should at least be an option for cities that have seaport. in many of my games, I have almost all my cities next to coast.
or perhaps the metro option shouldnt require a train station ? instead it could use a strategic resource like iron or coal. or more gold to implement ?
 
regarding the event " mind the gap"
First of all I dont understand how implementing a public transport is causing pollution. the whole point of a public transport system is to reduce personal vehicles and therefor reduce pollution. A city with a bus system should at least have less pollution than a city without one.
I also think its unfair that both the "good" choices require the city to have the train station, because seaport is obliviously a much better choice in a coastal city. in my opinion there should at least be an option for cities that have seaport. in many of my games, I have almost all my cities next to coast.
or perhaps the metro option shouldnt require a train station ? instead it could use a strategic resource like iron or coal. or more gold to implement ?

Yeah I was worried the "cheap" bus decision was a bit off. It's probably true in some cases where the bus fleets have outdated engines and so on, but we can change that to something else if you like. Care to make a suggestion?
I take your point about the metro decision re:seaports, we can make it consume an iron instead.
 
Re:my last post. There is actually a follow up event to the bus choice that I had forgotten
<Language_en_US>
<Row Tag="TXT_KEY_CITY_EVENT_AES_SCIENCE_CITY_TRADE_FOLLOWUP_DESCRIPTION">
<Text>Sugar Rush Hour</Text>
</Row>
<Row Tag="TXT_KEY_CITY_EVENT_AES_SCIENCE_CITY_TRADE_FOLLOWUP_HELP">
<Text>The bus service increased efficiency, but the saved space simply let us pack even more cars into our City. Now, scientists have designed a biofuel which can be harvested from renewable crop sources.</Text>
</Row>
<Row Tag="TXT_KEY_CITY_EVENT_AES_SCIENCE_CITY_TRADE_FOLLOWUP_HELP_CHOICE_1">
<Text>Scientists have designed a biofuel which can be harvested from renewable crop sources, gain {4_GPChange}! Now, buses no longer cause significant pollution, {3_CityYield}!</Text>
</Row>
<Row Tag="TXT_KEY_CITY_EVENT_AES_SCIENCE_CITY_TRADE_FOLLOWUP_DESCRIPTION_CHOICE_1">
<Text>Sugar-Rush Hour</Text>
</Row>
</Language_en_US>

If you are near a plantation the food penalty is undone and you get a burst of great scientist points.
 
I think -1 population per city that comes with the Zulu choice of spawning Impi in each city is a pretty big penalty, especially when Events and Decision gives you a decision that makes cities produce a unit every 4 turns at the cost of -1 population per city. With the unit cap system, that event triggering at wrong moment after researching gunpowder could put a huge dent in your supply cap without you seeing it coming. If the penalty is going to stay, I'd like to see something else added to equalize the -1 population and -1 food to farm. Maybe +1 production to the Ikanda?
 
I've got a strange issue. I'm trying to build a modpack to play multiplayer - only mods are the standard 7-27 version of Vox Populi (with EUI) and this events mod. When I build it like that (3 attempts now), the game outputs no sound or music whatsoever. If I build the modpack without this events mod then the sound is all fine.

Would love to still have this in our multiplayer sessions, so would be great to find out how to fix it. Let me know if I can help to narrow down the issue.

Confirm.
Is there any solution?

Sorry, it's been a long time since you post this, but as nobody as answered yet...

modpack builder is incompatible with sounds. I tried one time to add them manually, but without success.
To create a modpack with this mod, you have to remove all sounds reference from this mod files.
 
Sorry, it's been a long time since you post this, but as nobody as answered yet...

modpack builder is incompatible with sounds. I tried one time to add them manually, but without success.
To create a modpack with this mod, you have to remove all sounds reference from this mod files.
Then how would people be making the modpack with Gazebo's Event sounds? Unless they've been playing without it all along :crazyeye:.
 
It's ben a long time since i tried this, so it's maybe outdated. No custom sounds in modpack. The base events worked well in the modpack. I remember having some difficulties to make a modpack with your event mod (because of sound). The events were disabled in mp anyway so i didn't bother.
 
When playing yesterday, I had the event concerning Mt. Fuji, where pastures "in the vicinity" where granted extra yields.
Could this "vicinity" be a bit more specified? In my case, the difference between a range of two or three roles would have been four additional pastures. Pretty big and nice to know before deciding....
 
When playing yesterday, I had the event concerning Mt. Fuji, where pastures "in the vicinity" where granted extra yields.
Could this "vicinity" be a bit more specified? In my case, the difference between a range of two or three roles would have been four additional pastures. Pretty big and nice to know before deciding....
if ur city can work it, it is in the vicinity.
 
Ah, makes sense

On another note, after a little conquering spree, I had some 12ish cities and kept getting the "A foreigner/diplomat etc. was murdered. Pay 100 gold and 100 culture" event pretty often. A bit boring in my opinion of repeated as such.
Maybe make it appear less often, but a bit more expensive?
 
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Matutin, ah yes this is an issue with how the "delta". Basically the longer you go without an event triggering the more likely it is to happen. This was removed from most city events because it was felt they were all "certain" to trigger and that felt bad as you describe. I imagine this change hasn't filtered through to this event yet.
 
Songhai slave trade even says it gives +5 production, but I only see +2 in the city menu. Wanted to report in case it's a bug.
 
Hey. Just wanted to report a bug. I think this is the relevant place for Community Events yes?

Hokath's religious civilization event that adds yields to buildings that can be purchased with faith does not apply to Monasteries bought from the Fealty policy tree.
 
Songhai slave trade even says it gives +5 production, but I only see +2 in the city menu. Wanted to report in case it's a bug.
Righto that was nerfed. I'll address that soon.
Hey. Just wanted to report a bug. I think this is the relevant place for Community Events yes?

Hokath's religious civilization event that adds yields to buildings that can be purchased with faith does not apply to Monasteries bought from the Fealty policy tree.
Of course that's very significant in terms of Fealty openers now.
 
Don't you think that -1:c5food: from farms from exotic animals breeding for unexplained time is a bid too much? I have it now for 100 turns or so and it is dragging me into serious population problems, as I can't seem to grow anything. Or maybe add some option to see hidden conditions how to handle such events.

Right now it seems like exotic expedition event is totally not worth it, especially if you go wide. You can get way too many crippling events for not so much gain.
 
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