Hills changing to Tundra and Plains to Desert?

Koren

Chieftain
Joined
Jun 20, 2008
Messages
13
It is not because high armaggedon or anything, just at random turns game will have a hicup at the end of the turn and change a couple of terrain tiles, how to fix?

thanks
 
Yes, I've noticed it, and there's no constalation message, even thought if it happens to someone else, you still se the message. But it goes aaway after a few turns, whatever it is.
 
Related issue. First time this ever happened. My grassland changed to plains and I had no idea why while my worker was making a farm. Left and it turned back to grass again. No more switches.
 
I've seen something very similar -- a grassland tile occasionally changes into a plains tile for no reason. I'm not sure if it is temporary as I usually reload. Very odd and annoying though.
 
Yes, I've noticed it, and there's no constalation message, even thought if it happens to someone else, you still se the message. But it goes aaway after a few turns, whatever it is.

Are you sure? I was under the impression that you did not see the message if it happened to someone else, thus explaining the temporary terrain changes. Maybe you only see it if you have met the civ?
 
Are you sure? I was under the impression that you did not see the message if it happened to someone else, thus explaining the temporary terrain changes. Maybe you only see it if you have met the civ?

That seems like a plausible explanation.

A few questions for you, Magister, if you have time to answer:

1) These terrain changes are being caused by someone having the Constellation of Baal event somewhere?

2) Are these changes temporary? How long do they tend to last?

3) Do you know the name of the event? Where can the trigger conditions be found?

The last time I played FfH2 was .31 version F I think. Lots has changed since then. The AI seems to have gotten some education. :)
 
Code:
def doSignBhall(argsList):
	kTriggeredData = argsList[0]
	iDesert = gc.getInfoTypeForString('TERRAIN_DESERT')
	iGrass = gc.getInfoTypeForString('TERRAIN_GRASS')
	iPlains = gc.getInfoTypeForString('TERRAIN_PLAINS')
	iSnow = gc.getInfoTypeForString('TERRAIN_SNOW')
	iTundra = gc.getInfoTypeForString('TERRAIN_TUNDRA')
	for i in range (CyMap().numPlots()):
		if CyGame().getSorenRandNum(100, "SignBhall") < 10:
			pPlot = CyMap().plotByIndex(i)
			if pPlot.getFeatureType() == -1:
				if pPlot.getImprovementType() == -1:
					if pPlot.isWater() == False:
						iTerrain = pPlot.getTerrainType()
						if iTerrain == iSnow:
							pPlot.setTempTerrainType(iTundra, CyGame().getSorenRandNum(10, "Bob") + 10)
						if iTerrain == iTundra:
							pPlot.setTempTerrainType(iGrass, CyGame().getSorenRandNum(10, "Bob") + 10)
						if iTerrain == iGrass:
							pPlot.setTempTerrainType(iPlains, CyGame().getSorenRandNum(10, "Bob") + 10)
						if iTerrain == iPlains:
							pPlot.setTempTerrainType(iDesert, CyGame().getSorenRandNum(10, "Bob") + 10)



....


def doSignMulcarn(argsList):
	kTriggeredData = argsList[0]
	iDesert = gc.getInfoTypeForString('TERRAIN_DESERT')
	iGrass = gc.getInfoTypeForString('TERRAIN_GRASS')
	iPlains = gc.getInfoTypeForString('TERRAIN_PLAINS')
	iSnow = gc.getInfoTypeForString('TERRAIN_SNOW')
	iTundra = gc.getInfoTypeForString('TERRAIN_TUNDRA')
	for i in range (CyMap().numPlots()):
		if CyGame().getSorenRandNum(100, "SignMulcarn") < 10:
			pPlot = CyMap().plotByIndex(i)
			if pPlot.getFeatureType() == -1:
				if pPlot.getImprovementType() == -1:
					if pPlot.isWater() == False:
						iTerrain = pPlot.getTerrainType()
						if iTerrain == iTundra:
							pPlot.setTempTerrainType(iSnow, CyGame().getSorenRandNum(10, "Bob") + 10)
						if iTerrain == iGrass:
							pPlot.setTempTerrainType(iTundra, CyGame().getSorenRandNum(10, "Bob") + 10)
						if iTerrain == iPlains:
							pPlot.setTempTerrainType(iTundra, CyGame().getSorenRandNum(10, "Bob") + 10)
						if iTerrain == iDesert:
							pPlot.setTempTerrainType(iPlains, CyGame().getSorenRandNum(10, "Bob") + 10)



Both the Bhall and Mulcarn events cause temporary terrain changes. Whenever the event happens for anyone the effects are worldwide. There is a 10% chance for each tile in the world, but tiles with improvements or features and water tiles are immune.


The changes are temporary, lasting from 10 to 20 turns (random for each effected tile)


Trigger conditions are found in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2 032\Assets\XML\Events\CIV4EventTriggerInfos.xml. (There aren't really any requirements for constellation events, which is why they are so common.) The actual effects of these events are mostly handled in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2 032\Assets\python\entrypoints\CvRandonEventInterface.py
 
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