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I just lost in turn 30....

Looks like you have a very good chance of avoiding death by starting on turn one, making your citizen work the hammer tile, building warriors, and fortifying them in the capital.
All of your cities are vulnerable and that's part of what makes this event ridiculous. You can either lose because of the Vedic Aryans or you can lose because you stifled your early expansion to guard against them. Events that are either game-breaking or game-making shouldn't exist.
 
All depends on when it happens. It's an event that might be desirable playing Sitting Bull with totem pole and barracks with archers with city defense 3 that can later be upgraded to machine guns. :>)
 
Is it possible to modify the python code so that instead of archers popping up, it is barb workers?
 
Is it possible to modify the python code so that instead of archers popping up, it is barb workers?

Hahah that's a creative way to address the problem. What you'd be looking for is line 2340 of Python/EntryPoints/CvRandomEventInterface.py and change

Code:
iUnitType = CvUtil.findInfoTypeNum(gc.getUnitInfo, gc.getNumUnitInfos(), 'UNIT_ARCHER')

to

Code:
iUnitType = CvUtil.findInfoTypeNum(gc.getUnitInfo, gc.getNumUnitInfos(), 'UNIT_WORKER')

No idea though what happens when the game spawns workers in lemming attack mode. Could crash the game for all I know.
 
Where do you get a list of the text of UNIT_*???

i.e. say I wanted to to change it to marine how would I know what to put for UNIT_*? Is there some sort of table to look up that shows the UNIT_* for each unit?
 
It's a matter of degree. Everyone is cool with the game basically requiring you to garrison at least one warrior in border cities to kill off barbs that attack the city, but we are not cool with the game requiring much more than that (or requiring that the players hedge against the chance of the event by building more units.)

In the game I saw posted, had the player hedged against the event by building units, he would have turned a sure loss at turn 30 into something better than that, possibly a win.
 
Hahah that's a creative way to address the problem. What you'd be looking for is line 2340 of Python/EntryPoints/CvRandomEventInterface.py and change

No idea though what happens when the game spawns workers in lemming attack mode. Could crash the game for all I know.

Nice fix. Changing them to bears might be amusing.
 
Where do you get a list of the text of UNIT_*???

i.e. say I wanted to to change it to marine how would I know what to put for UNIT_*? Is there some sort of table to look up that shows the UNIT_* for each unit?

You can find them in the inconspicuously named file of XML/Units/CIV4UnitInfos.xml... Under "<Type>", it would seem. The search function of your OS is a friend.

Oh, and always copy the modifications to CustomAssets/... instead of Assets/... , otherwise you'll be screwed sooner or later.

Disclaimer: I've never done any Civ modding - XML, Python or C++. Just grepping random folders that seem appropriate. Gets you surprisingly far, btw ;)
 
[...]\My Documents\My Games\Beyond the Sword\CustomAssets\xml\Events

I copied TMIT's idea a while back, disabling every event. Since it can take a while to change it, here's a rar of the XML I use.

For future reference, I suggest using the find and replace command in word or openoffice, which with a few wildcard characters makes switching all the values to 0 take about 30 seconds...1 minute if you count starting the program up and messing around on the internet for a few seconds before going back to it.

Find and replace is a powerful tool for a lot of XML based editing, actually ;).

In the game I saw posted, had the player hedged against the event by building units, he would have turned a sure loss at turn 30 into something better than that, possibly a win.

It's fine on weak levels where you can just use the warriors to kill a hapless sucker AI shortly thereafter.

But on high levels this statement is sheer ignorance. You hedge against this garbage, you lose. You lose several city sites, handing them to a now-larger AI that can easily afford them. You lose spawn busting regular barbs from appearing, further locking you into your city. You lose out on valuable worker turns, stifling your empire wide development by literally double digit turns at least.

Try that at immortal or deity. Build up 4 warriors to start while working unimproved tiles JUST IN CASE a rare event might hit you. See what happens.

If you are a deity player dropping to immortal, you can probably recover. If you're not, good game. Be sure to lose the next one by doing low-odds hedging too. Maybe that's fun to some people, somehow.
 
What I don't get is why Firaxis added this event into the game in the first place. Couldn't they just say "restart your game now please, you lost." It adds nothing to gameplay. I could understand maybe a barb warrior or archery just to check if you built one warrior but 4 archers is just overkill 30 turns into the game.
 
I thought you could simply turn off events at the options before starting a new game? Am I missing something here?
 
I thought you could simply turn off events at the options before starting a new game? Am I missing something here?
A great majority of the events are actually fun and enjoyable though (at least to me). I like the flavour they add. It's just this one event that is so drastically out of proportion in negative effects that it's puzzling why it's in there at all.
 
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