Disable Event system!

Tarzan737

Warlord
Joined
Dec 18, 2015
Messages
238
events shows up even if i don´t enable it or if i chose to disable one by one they still
comes in the game!!

i read an older thread that i can set BALANCE_CORE_EVENTS to 0 and then it works!


is it just me that have this or bug?
 
I had the same issue, disabled events when setting up but still got them. A couple of caveats - this was before the recent 'August' patches, and I was using Really Advanced setup mod alongside, which may have been a factor.
 
Really Advanced Setup works when selecting Disable Good, Bad and Neutral Events under the Game page.
FYI, the events are unbalanced since there is no negative tile hits for forest/jungle covered tiles as opposed to farmland cities.
 
Really Advanced Setup works when selecting Disable Good, Bad and Neutral Events under the Game page.
FYI, the events are unbalanced since there is no negative tile hits for forest/jungle covered tiles as opposed to farmland cities.

Well that's just downright false. There are events for almost all tile and improvement types.

G
 
This nice mod is roughly balanced for Standard speed. I love the idea of these events but they are not balanced for the Ancient and Classical eras that is critical for Marathon speed. Any balance issue that was deemed insignificant on Standard becomes detrimental on Marathon. The farmland cannot benefit from the higher/adjacency yields when 1-3 tiles keep getting damage and takes forever to repair. Most of my games don't go past 600 turns (due version updates or my own iterative modding of various yields) so the lumber mill fires are not really experienced.

I assume it is not possible but events that cause any forest (and by extension jungle) to be lost like Civ IV would be ideal. It would be useful though all eras. However, too much forest may be lost over time and require regrowing (like CiV IV) to enjoy all aspects of the mod.
 
This nice mod is roughly balanced for Standard speed. I love the idea of these events but they are not balanced for the Ancient and Classical eras that is critical for Marathon speed. Any balance issue that was deemed insignificant on Standard becomes detrimental on Marathon. The farmland cannot benefit from the higher/adjacency yields when 1-3 tiles keep getting damage and takes forever to repair. Most of my games don't go past 600 turns (due version updates or my own iterative modding of various yields) so the lumber mill fires are not really experienced.

I assume it is not possible but events that cause any forest (and by extension jungle) to be lost like Civ IV would be ideal. It would be useful though all eras. However, too much forest may be lost over time and require regrowing (like CiV IV) to enjoy all aspects of the mod.

Events scale based on gamespeed.

G
 
I know, but they could/should be fun or interesting or something.

But, hey, if someone else loves endlessly repairing collapsed mines or smoking farms, or choosing to lose or gain the same thing again and again and again, who am I to judge.
 
I know, but they could/should be fun or interesting or something.

But, hey, if someone else loves endlessly repairing collapsed mines or smoking farms, or choosing to lose or gain the same thing again and again and again, who am I to judge.

Yet you still had to post how awful they are.
 
I know, but they could/should be fun or interesting or something.

But, hey, if someone else loves endlessly repairing collapsed mines or smoking farms, or choosing to lose or gain the same thing again and again and again, who am I to judge.

You can actually create new events via XML (praise be to Prof Gazebo), I'll hunt down what thread was on how to create events :) , now here is it: TADA!!!
 
I know, but they could/should be fun or interesting or something.

But, hey, if someone else loves endlessly repairing collapsed mines or smoking farms, or choosing to lose or gain the same thing again and again and again, who am I to judge.

I agree with this post.

Base CP:Events are generally unfun, arbitrarily generated and tedious to deal with, and the positive ones are... well, they're there, but they're not terribly inspired.

It wouldn't be an issue to me if the system did not bug out: I was trying to disable only the bad events in the advanced setup screen - sadly, in all attempts it turned out no events whatsoever would fire in a game.

Upon coming back to the main menu to set up a new game, it was revealed: all the boxes with "disable [event type]" were ticked, and I was left with the events system active, but all event types disabled. I don't know if it's an issue with reloading the game and going back to the main menu, but since I had absolutely zero events fire when only "disable bad events" was checked, I am inclined to believe it automatically checked all the boxes regardless. I can be wrong, no doubt.

Bottom line remains, though: events in their current form are not interesting. Bad events bring nothing to the table except constant maintenance and rerouting of workers who could be doing potentially much more important tasks, like improving late game strategic resources, or repairing conquered lands. It detracts from playing the game.

There's a new mod by JFD called the Events Compendium which aims to remedy the situation, at least to some degree, by increasing the pool of available events: http://forums.civfanatics.com/showthread.php?t=573710 - it is connected to his gameplay mods, though, so it probably won't be very friendly with CBO, just the base Patch.
 
bigger empire i have, more mad i am :D seriously.starting research tech which take 16 turns, use GS to dropp it on 7 and in consequent turn research labs colapse with -same amount of GS bonus progress. GS is either not so great, or that event is just terribly op. One research lab in one city colabse and it take down science made from all cities for many turns? little nonse
 
CP:Events was created by Gazebo as more a modders tool than a feature, AFAIK. I'm sure Gazebo had hoped for more people contributing to the creation of events than complaining about the base pool :p Although I do hope to alleviate this a bit now that EC is now starting to take shape, Enginseer has set the precedent for modmod events that might be of interest.
EDIT: Ah! But unfortunately Enginseer is a loyal disciple of the CBO, so this isn't much use for CP-only users. Well I guess it's up to the Emperor-Disciple of the Church of the Holy DLL! :D
 
CP:Events was created by Gazebo as more a modders tool than a feature, AFAIK. I'm sure Gazebo had hoped for more people contributing to the creation of events than complaining about the base pool :p

Yep, I get it. That's why I hope the disable-all-events-when-disabling-only-bad-ones thing is merely a bug and can be fixed. ;) It's the only thing that really makes me slightly irritated.
 
Think the biggest problem is the current event-pool, you're bound to get stuck with corruption (-3 food, production or gold) in all cities simultaneous, as the event lasts forever and there is usually nothing else that can trigger at that point. And if you manage to trigger the drought, you're absolutely going to see a drought event in every city for the exact same reason.

Yeah sure there are some positive events that can trigger early on, for example if you build a market in every city, the risk that you get corruption decreases dramatically as you can instead trigger the +2 gpt event that triggers off cities with markets, most of these decent events however are just pop-ups, while the corruption event is something where you have to make a choice, making it seem more annoying when it actually shows up, compared to the market-thing that you just quickly click okay on to move forward.
 
Think the biggest problem is the current event-pool, you're bound to get stuck with corruption (-3 food, production or gold) in all cities simultaneous, as the event lasts forever and there is usually nothing else that can trigger at that point. And if you manage to trigger the drought, you're absolutely going to see a drought event in every city for the exact same reason.

Yeah sure there are some positive events that can trigger early on, for example if you build a market in every city, the risk that you get corruption decreases dramatically as you can instead trigger the +2 gpt event that triggers off cities with markets, most of these decent events however are just pop-ups, while the corruption event is something where you have to make a choice, making it seem more annoying when it actually shows up, compared to the market-thing that you just quickly click okay on to move forward.


that being said, is anywhere some tips howe can be some negative event countered or positive one supported? (markets are quit obvious). I mean, floods can destroy some buildings in city so it can be prevented having Walls?. Despite fact that river floods should ad +1 foodo n farms instead of pillage them.
 
that being said, is anywhere some tips howe can be some negative event countered or positive one supported? (markets are quit obvious). I mean, floods can destroy some buildings in city so it can be prevented having Walls?. Despite fact that river floods should ad +1 foodo n farms instead of pillage them.

No idea actually. The market thing isn't actually a counter, it just adds more possible events into the pool to lower the chance of triggering corruption. I mean the chance of triggering corruption in the mid-game i abysmal, because at that point you have a lot of possible events available in the pool.
 
No idea actually. The market thing isn't actually a counter, it just adds more possible events into the pool to lower the chance of triggering corruption. I mean the chance of triggering corruption in the mid-game i abysmal, because at that point you have a lot of possible events available in the pool.

well anyway im going to deactivate all of them for next game. i just hope for its ability to deactivate them how im reading this thread im worried about it. at least untill point someone makes them more interesting and less iritating.
 
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