Events that need fixing/tweeking

Mesix

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There have been several threads that mention events that are broken or at least that could be improved. I thought it would be good to have a thread that addresses issues with events that are in the MOD (NOT recommendations for new events since that is already another thread). Notes have been added for patch fixes.

Most pressing:
- Circle of Gaelan (aka the Willful Adept) does not produce a chain.
- Famalar romantic interludes cause OOS in multiplayer edit: fixed in patch k
- Units granted by events do not have promised promotions.
edit: Circle of Gaelan, Guild of Nine, Overcouncil, Undercouncil, Carnival Star, Sallos Deal, Hunter and Enchanter events try to grant units with promotions via XML. Python should fix this.
- Elven Guild of Nine event causes Python error (see bug thread).

New events introduced with Patch k
- Dimension Mana Flare causes python error
- Life Mana Flare destroys new forests and ancient forests
- Nature Mana Flare adds forests to peak and water tiles edit: will be fixed in patch n

New events introduced with Patch i
- Ransom event does not seem to be adjusting crime as advertised edit: will be fixed in patch n
- Witch Burning event occurs very often (sometimes every 3-5 turns)
- Orphanage event has a steep penalty for no life/death mana (especially for One City Challenge)
- Agricultural Adviser event will not let the Balseraphs select the option scripted for them edit: fixed in patch k
- Obelist event can spawn multiple times to be dedicated to different gods with stacking effects
- Illians cannot accept the option scripted for them in the Obelist event edit: will be fixed in patch n
- Succubus unit does not have enraged promotion when it appears

Events from earlier patches
- Jade Torc picture awarded from adventure event appears as a pink blob
- Pilgrimage to Malikim capitol can cause a unit to become stranded in unexplored territory
- Carnival event allows you to create a carnival before you have festivals tech
- Carnival event tends to happen several times in the same city. Happiness is not stacked (no warning), gold is stacked
- Dwarven Forge event allows you to create a forge before you have (smelting?) tech
- Calabim Refugee event can be unbalancing when multiple repeats happen in the early game
- Calabim can get Calabim refugee event. (Maybe when there is one more Calabim civ in the game.) edit: fixed with patch h
- Looting improvements event near city with angry citizens is too frequent. It happens even near cities with Governor manor or Pillar of chains.
- Truffles has been reported to found on a peak tile
 
The Carnival Event allows you to create a carnival before you have festivals tech. This is not necessarily a bug.

When the event repeats (as most events do), one of the options is to add +1 happy to the carnival building. Additional repeates still have this option even though only +1 happy is the max (total +2 with building's natural effect).

I recommend that this choice be greyed out if it cannot add any more beneift.
 
The Calabim Refugees Event repeats several times. I have only seen this event in two games so far, but in both cases, it repeated every few turns. This allows a city to grow to maximum size very fast in the early game.

The event also continues to repeat after the Calabim have been killed off. Seems kind of strange that there would be Calabim refugees if there is no Calabim civilization to take refuge from.
 
The Carnival Event allows you to create a carnival before you have festivals tech. This is not necessarily a bug.

When the event repeats (as most events do), one of the options is to add +1 happy to the carnival building. Additional repeates still have this option even though only +1 happy is the max (total +2 with building's natural effect).

I recommend that this choice be greyed out if it cannot add any more beneift.

This is the same deal with the forge event.

Also pestilence will kill all living units and reduce all cities to 1.
 
Keep a whole collection of short statements in the first post. Like this:

- Carnival event tends to happen several times in the same city. Happiness is not stacked (no warning), gold is stacked.
- Calabim can get Calabim refugee event. (Maybe when there is one more Calabim civ in the game.)
- Looting improvements event near city with angry citizens is too frequent. It happens even near cities with Governor manor or Pillar of chains.
- Gaelan's Circle never found.
- In patch F (don't know about G) mercenaries proposed by events had no promiced promotions.
- Truffles has been reported to found on a peak tile.
- Many reports about Cult of the Dragon.

Not sure about following.

Several (5?) times (in different games) I got event (do not remember name) about revolutionary propagandist. Always I used a choice "make debates" with promised effect 50% chance +1 happy and 50% of city revolt for 4 turns. All times revolt occured. I do not know if someone was able to get happiness. Also it is not clear from hint if happiness and unhappines from that event are permanent or temporary.
 
I've also never had the dissentor, picked an option with the possibility of revolt, and not had the city revolt. While it doesn't make me want to punch the computer now that production isn't lost to magic land, I'd like to know if there is a chance that the city won't revolt.

I've had the willful adept event happen and allowed him to carry on and nothing else happens.

Trying to send one of my magic users to get experience has resulted in a CTD
 
I've also never had the dissentor and the city has always revolted when it was a possibility, true it makes me want to punch the computer less now that the production isn't lost to magic land.

I've had the willful adept event happen and allowed him to carry on and nothing else happens.

Trying to send one of my magic users to get experience has resulted in a CTD

The willful adept event was working in patch F if I remember correctly. I believe the problem is that the second (and third?) event(s) in that chain are just rare. I'm pretty certain I've had the second event occur for me, but not a third that I recall.
 
Kael lowered the Weight values to make them all more likely, but if nobody has reported getting 2 copies of Gaelan, I am thinking nobody has seen it happen yet. Might have to get them lower still, but at the point they are now it SHOULD still happen without too much of a serious delay.
 
Several (5?) times (in different games) I got event (do not remember name) about revolutionary propagandist. Always I used a choice "make debates" with promised effect 50% chance +1 happy and 50% of city revolt for 4 turns. All times revolt occured. I do not know if someone was able to get happiness. Also it is not clear from hint if happiness and unhappines from that event are permanent or temporary.

I got the happiness one time. It lasted 10 turns. Seems kind of a lame reward for all the turns of revolt that ensued the other times I got the event. Is there any way to make the +1 happiness permanent like the +2 healthiness from the Experiments event is. It seems more like 10% happiness, 90% revolt from a play testing standpoint (although that might just be my luck).
 
The willful adept event was working in patch F if I remember correctly. I believe the problem is that the second (and third?) event(s) in that chain are just rare. I'm pretty certain I've had the second event occur for me, but not a third that I recall.

I also have never seen the event chain (in either patch). I have allowed the adept to proceed with is work and received +2 research. There have never been any follow on events.
 
Is there any way to make the +1 happiness permanent like the +2 healthiness from the Experiments event is.

Sure there are ways to make permanent effect for all cities (experiments event) and attach it to a building in one city (carnival performer event).

I think that temporary (10 turns) happiness in most cases is a problem rather then benefit. In BTS city AI automatically adjust population to happy cap and when happiness period is over a player get an angry citizen, which provides -2 food and looting events.
 
Sure there are ways to make permanent effect for all cities (experiments event) and attach it to a building in one city (carnival performer event).

I think that temporary (10 turns) happiness in most cases is a problem rather then benefit. In BTS city AI automatically adjust population to happy cap and when happiness period is over a player get an angry citizen, which provides -2 food and looting events.

Attaching the Debate to a building would work nicely. What building would be appropriate though?
 
+1 happiness to dungeon...nice :)
 
Dwarven Forge:

I decided to take the +1 hammer on forge, even though I didn't have a forge. Effect:

+100% hammers because Market for a few turns (according to City Screen).
 
Since there are so many new events in patch i and j, I thought it would be a good idea to bump this discussion so that people can add comments about the new events. This is not a forum for new event ideas, it is a discussion of issues with eents that are currently in the game.

I will continue to update the first post as people add feedback on different events.

My issue is with the burning orphanage event. I like that it is designed to give flavor for Life/Death mana, but the penalty for having neither seems a bit steep. In One City Challenge or No Settler games, this event can make the only city in your empire nonproductive for several turns.
 
Playing as the Balseraphs, I got an event saying that the agricultural adviser has been doing weird experiments on the cows. One of the options was to fire the advisers who were complaining and keep the crazy one, with the mention that this option is Balseraph only. Strange enough, it was grayed out and unselectable.
 
Dwarven Forge:

I decided to take the +1 hammer on forge, even though I didn't have a forge. Effect:

+100% hammers because Market for a few turns (according to City Screen).
I think that's your financial trait boosting market production and unrelated to the event.
 
I got the malakim pilgrimage event for the first time last nite, and when I accepted the pilgrimage, I crashed to desktop.

I do not normally play with python debugging on, so I don't have a log.
Also, My most recent autosave was several turns back, and I have not been able to get it to trigger for me again to test it.



I also recieve the "willful adept" quite frequently, but I have never seen the follow-on events. (I have at various times accepted all the options)
 
I've played around with Circle of Gaelan a LOT trying to figure out why it doesn't work. If I turn off every other event in the game, then it works fine. So all the pre-reqs and associated things are perfect. It just never gets selected when ANY other events are active it seems.


I have run test games with only Calabim Refugees, Khazad Forge & Circle of Gaelan on, with settings altered so that all 3 will be in the game and I will get an event every turn. So far I have not yet seen the 3rd Gaelan event happen with just these 2 other events activated. I only rarely see the second event happen.

This is regardless of what the Weight function is set to as well. If I make the Gaelan events have MUCH higher weights, or MUCH lower weights (but not -1), they still fail to show.

The only way I have managed to think of to make the events happen is to set the weight to -1, but that means you get the Circle 3 turns after your first mage guild. As an alternative, I have thought to set is so that Event 2 requires 2 Mage Guilds in your Civ, and event 3 requires 4. This way I can still set it so they are -1 weight and they WILL happen, but it doesn't seem like it happens immediately upon getting a Mage Guild created. (though the second 2 happen back to back if you build Caminus while you already have 4 cities).
 
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