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Have there been any ON/IN-game resources or terrains added that i need to know about that are needed for NEW maps in the last 2 months??

No.

On another note - volcanoes. I think we need to redo the lot and this time keep it simple. Ori tried to have one event do it all. What say we go with a number of simple events.
  • New volcano erupts - as in std BtS event but increase food in all neighbouring plots
  • Existing volcano erupts - new, does damage to plots
  • Existing volcano goes dormant - similar to std BtS end volcano event but still a volcano on the plot neighbouring plots loose food
  • Dormant volcano erupts ie becomes active - new similar to first
  • Dormant volcano goes extinct - new, dormant volcano goes away.

Now I can do the underlying python but I have no idea how you do the events. SO?
 
As far as I can see it is 5 different events with different probabilities of occurring not one event.

But IF you do 5 different events then they are waaay less likely in occurrence, because you can only have so many events at a certain time frame. Unless again WE up the amounts?
 
If you have it as one event like now then it just does not work! Ie it is not happening at all. The first event is based on a city. The rest are based n either an active or dormant volcano so can happen anywhere there is one on a map. not just next to a city. It also means that we can later replace the first event when/if we get better geography simulation.
 
I don't know how it is done in C2C now, but that is pretty much the way it used to be done in C2C, and still is in R2R.

In R2R's ori_CIV4EventTriggerInfos.xml (Modules/ori/Events) there are these event triggers:

EVENTTRIGGER_VOLCANO_ERUPTION_EXTINCT (happens on obsidian and sulfur resources)
EVENTTRIGGER_VOLCANO_ERUPTION_NEW
EVENTTRIGGER_VOLCANO_GOES_EXTINCT (happens on FEATURE_VOLCANO2)
EVENTTRIGGER_VOLCANO_ERUPTION_DORMANT (happens on FEATURE_VOLCANO2)
EVENTTRIGGER_VOLCANO_ERUPTION_ACTIVE (happens on FEATURE_VOLCANO)
EVENTTRIGGER_VOLCANO_GOES_DORMANT (happens on FEATURE_VOLCANO)

In order to reduce the "volcano problem" in R2R I adjusted the weights of the event triggers like so:
- cut odds of a reactivated volcano eruption in half (iWeight for EVENTTRIGGER_VOLCANO_ERUPTION_EXTINCT from 100 to 50)
- reduced chances of a brand new volcano by 40%, iWeight from 50 to 30 for EVENTTRIGGER_VOLCANO_ERUPTION_NEW
- reduced chances of a dormant volcano erupting, iWeight from 300 to 250 for EVENTTRIGGER_VOLCANO_ERUPTION_DORMANT
- small reduction in chance of active volcano erupting, iWeight from 1100 to 1000 for EVENTTRIGGER_VOLCANO_ERUPTION_ACTIVE
- small increase in chance for volcano to go dormant, iWeight fron 450 to 500 for EVENTTRIGGER_VOLCANO_GOES_DORMANT

That was in patch 0.2 of R2R and since then the volcano situation has been much better. I still see them in more or less every game, but not necessarily for my civ - on Standard or Large sized maps it seems like somebody just about always gets one, sometimes multiple civs do, and every once in a while somebody gets 2 (I think this has happened to me once since then, but I'm not sure).
 
It was happening all the time (and I mean every turn or two) and you were being notified that it happened in areas you could not see. I tried to fix it and now it does not happen at all.

I'll have a look at what is in R2R and copy it.
 
Hm. I was comparing the Python for the volcano events and there appear to be bugs in C2C's version of the canDoNewVolcano function.

It has a line which says:
Code:
if pPlot.isCity() or (pPlot.getBonusType(-1) != -1) or (pPlot.getFeatureType == ft_volcano) or (pPlot.getFeatureType == ft_volcano2):

The two instances of "pPlot.getFeatureType" are wrong. This is a function so they should be "pPlot.getFeatureType()". Assuming the multi-feature capability hasn't thrown this off.

This is probably crashing the canDoNewVolcano function execution which probably causes the DLL to consider it as having been false. That would block all new volcano creation.
 
Hm. I was comparing the Python for the volcano events and there appear to be bugs in C2C's version of the canDoNewVolcano function.

It has a line which says:
Code:
if pPlot.isCity() or (pPlot.getBonusType(-1) != -1) or (pPlot.getFeatureType == ft_volcano) or (pPlot.getFeatureType == ft_volcano2):

The two instances of "pPlot.getFeatureType" are wrong. This is a function so they should be "pPlot.getFeatureType()". Assuming the multi-feature capability hasn't thrown this off.

This is probably crashing the canDoNewVolcano function execution which probably causes the DLL to consider it as having been false. That would block all new volcano creation.

ah ha, nice, thx for finding that;), what you say DH:confused:
 
Hm. I was comparing the Python for the volcano events and there appear to be bugs in C2C's version of the canDoNewVolcano function.

It has a line which says:
Code:
if pPlot.isCity() or (pPlot.getBonusType(-1) != -1) or (pPlot.getFeatureType == ft_volcano) or (pPlot.getFeatureType == ft_volcano2):

The two instances of "pPlot.getFeatureType" are wrong. This is a function so they should be "pPlot.getFeatureType()". Assuming the multi-feature capability hasn't thrown this off.

This is probably crashing the canDoNewVolcano function execution which probably causes the DLL to consider it as having been false. That would block all new volcano creation.

Same code problem in the candooldvolcano also which explains why none are working. I will change and test, I have 5 volcanoes in my territory, that should be enough to see the event happening. ;) Thanks.
 
Sure: Under the tag that allows you to set a Resource to be produced (<FreeBonus>) there is a tag called:

<iNumFreeBonuses>

just fill in the desired number:

<iNumFreeBonuses>6</iNumFreeBonuses>
Meaning 6 of your bonus are produced.
 
Reducing the cost or let it train faster?

Code:
<UnitClassProductionModifiers>
	<UnitClassProductionModifier>
		<UnitClassType>UNITCLASS_PARATROOPER</UnitClassType>
		<iProductionModifier>50</iProductionModifier>
	</UnitClassProductionModifier>
</UnitClassProductionModifiers>

Meaning: Paratrooper are trained 50% faster.

If you want more than one unit, just put the UnitClassProductionModifier in multiple times:

Code:
<UnitClassProductionModifiers>
	<UnitClassProductionModifier>
		<UnitClassType>UNITCLASS_PARATROOPER</UnitClassType>
		<iProductionModifier>50</iProductionModifier>
	</UnitClassProductionModifier>
	<UnitClassProductionModifier>
		<UnitClassType>UNITCLASS_MODERN_PARATROOPER</UnitClassType>
		<iProductionModifier>50</iProductionModifier>
	</UnitClassProductionModifier>
</UnitClassProductionModifiers>
 
Not the same, cost reduction affects hurry cost as well as chopped feature production.
 
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