New terrain features

We have lots to do for non-programers ...

1. Identify missing or redundant quotes and pedia entries. (Writing missing ones up is also helpful).

2. Help write up player guides for different C2C features in the civpedia.

3. Write up player tips that show up when the game is loading.

4. Make a C2C "Let's Play" YouTube or Forum Thread. This helps us see how people play as well as shows off the mod to other people.

After September I will have more time to devote to such services and help dept. I'm winding down my Cable TV career after 23 years of hard labor. ;)

JosEPh :)
 
Fossils seem not to be implemented fully in the current SVN. There were none generated on my large perfect world map. I added one by world builder, but the industrial worker can´t dig them (no option when I stand on top). Only when I build a fort I get the fossils ressource.
 
Fossils seem not to be implemented fully in the current SVN. There were none generated on my large perfect world map. I added one by world builder, but the industrial worker can´t dig them (no option when I stand on top). Only when I build a fort I get the fossils ressource.

Added to my to check list.
 

See thats the regular way of using the EventManager, which i used to use all the time, but with the BUG added you need to do special python for each of these events, DH keeps informing me how to do them, but by the time i read how to do them i forget everything i just read:crazyeye:

Otherwise i'd have like 25-36 more events and units that do events in C2C already, like i used to in early RoM before they specialized the eventmanager. I used to have Statesman/Tax collectors/lawyers/tsunami's/earthquakes/diplomats and a ton more.
 
I'd love to see some of those tax collectors/diplomats/etc back in this Mod.

JosEPh
 
See thats the regular way of using the EventManager, which i used to use all the time, but with the BUG added you need to do special python for each of these events, DH keeps informing me how to do them, but by the time i read how to do them i forget everything i just read:crazyeye:

Otherwise i'd have like 25-36 more events and units that do events in C2C already, like i used to in early RoM before they specialized the eventmanager. I used to have Statesman/Tax collectors/lawyers/tsunami's/earthquakes/diplomats and a ton more.

Maybe I could learn to do those events for you. The event system really could lead to great things like weather. Maybe tie into expression system. Or expose python from BUG. Events need some balancing love and expansion.
 
Maybe I could learn to do those events for you. The event system really could lead to great things like weather. Maybe tie into expression system. Or expose python from BUG. Events need some balancing love and expansion.

Just a small point. These are not events as in the event system but events as in the programming method. ;) I have downloaded it and will look at it. If I can easily convert it to our terrains I will link it to the "No Storms" option.
 
We already have tornado from AAranda. The problem is that as an event it occurs but it does not stop occurring.

Maybe this is a GOOD spot to have rightfuture start things then, he does know a little C++/python, what do you think?? Cause i really want ALL of "Thomas" stuff back in C2C:confused:
 
The only problem is that it is a chained event or should be.

Currently the event "Tornado" happens and a tornado graphic appears on the plot. the plot is not workable and impassable. A very high probablity event happens a few turns later turning it off.

The problem is this second event does not always happen and you are stuck not able to access that resource for many many turns.

If we want to use graphics for the tornado (also storm and earthquake) events then we need to make the off events happen 2-3 turns later (not adjusted for game speed). A far as I know this is possible using the event system.
 
The only problem is that it is a chained event or should be.

Currently the event "Tornado" happens and a tornado graphic appears on the plot. the plot is not workable and impassable. A very high probablity event happens a few turns later turning it off.

The problem is this second event does not always happen and you are stuck not able to access that resource for many many turns.

If we want to use graphics for the tornado (also storm and earthquake) events then we need to make the off events happen 2-3 turns later (not adjusted for game speed). A far as I know this is possible using the event system.

Just looked at the old Tornado event and it recurring is only set to 1, and you can have it happen in eras, on improvements, when certain techs are achieved, etc.
 
Just looked at the old Tornado event and it recurring is only set to 1, and you can have it happen in eras, on improvements, when certain techs are achieved, etc.

And I put it in C2C then removed it! It is implemented as two events one to turn it on and another to turn it off. BUT IT DOES NOT TURN OFF. Not having access to the plot for 60-100 turns is just not good. Especially if it is an important resource.
 
And I put it in C2C then removed it! It is implemented as two events one to turn it on and another to turn it off. BUT IT DOES NOT TURN OFF. Not having access to the plot for 60-100 turns is just not good. Especially if it is an important resource.

:eek::eek: Never heard anything about this before?? i bet its under the old system of regular BtS??
 
:eek::eek: Never heard anything about this before?? i bet its under the old system of regular BtS??

It is because we have a lot more events and you only get one event per turn. So there may get an event the next turn but it is for one of the other players.

If we are going to have this sort of event then we need to change the way we do it slightly because of this. Perhaps we need some python/SDK that keeps track of when such an event starts and then just turns it off rather than use the event system. We may be able to do similar with existing volcanoes modeling their life cycle.

I am just saying that for tornadoes, earthquakes and blizzards; and any other short term event we want to use graphics for; then the event system is OK for starting the event but how it progresses needs to be done in code. This may be the way to go for major climate change also.
 
It is because we have a lot more events and you only get one event per turn. So there may get an event the next turn but it is for one of the other players.

If we are going to have this sort of event then we need to change the way we do it slightly because of this. Perhaps we need some python/SDK that keeps track of when such an event starts and then just turns it off rather than use the event system. We may be able to do similar with existing volcanoes modeling their life cycle.

I am just saying that for tornadoes, earthquakes and blizzards; and any other short term event we want to use graphics for; then the event system is OK for starting the event but how it progresses needs to be done in code. This may be the way to go for major climate change also.

The only downfall i see with putting in the actual image (water spots/Tornado etc, is that it requires a pythoncallback from the regular CvEventManager, from what i remember, heck its been 4 years since i last dove into this stuff.:rolleyes:
 
Back
Top Bottom