Preview of an unofficial “Events” Expansion!

P.S. primordial stew, I will have to check out your revolutions mod.

The Revolutions mod is jdog5000's mod.. here



With regards to turn time, this is one thing I've been rather concerned about as well. I want to integrate a lot of different mods components out there, but I know that it's going to dramatically increase the amount of load time as well as the time between turns. But yes, checks are definitely a good way to reduce the amount of processing that has to be done.

I look forward to the release, which I hope isn't too long :)
 
The Revolutions mod is jdog5000's mod.. here

I only wish I could create something so great as Revolutions!

For civIV RFRE I did put in an earthquake event in order to destroy Petra at it's historical time. There is also some disease code in there as well, but all it does it kill some city population, and damage soldiers + workers. Very easy stuff comparatively.
 
I only wish I could create something so great as Revolutions!

For civIV RFRE I did put in an earthquake event in order to destroy Petra at it's historical time. There is also some disease code in there as well, but all it does it kill some city population, and damage soldiers + workers. Very easy stuff comparatively.

I agree! I wish I could do what jdog5000 has done and what primem0ver has done and will do in the future... I hope, at least, that the small contribution I've made and will make in the future will at least augment these other great features added by these great coders.
 
Wow! I just checked out the revolutions mod and yes... this is way cool mod. I have been wanting to do something like this myself. It's great that I don't have too... It is just more true to history that civs die and are replaced by successor nations with a similar culture. Prussia->Germany is just one of a hundred or more! America herself! I am not sure if this is apart of the revolutions mod, but I have thought that if this happens to a human player (where the civ "dies" or revolts, takes their own demands, (and perhaps their name), if it "kills" a human player then the human player should have the choice of continuing under the enforced regime? This would be nice for the AI too because sometimes the AI chooses ridiculously old government styles as civics and insists on them throughout the game. This would force the AI to modernize itself. I have had the AI put up a "second on the list" civic (don't remeber right now which it was) for vote and it PASSED! I was mollified!

Anyway... back to the top :mischief:

Dom Pedro II said:
With regards to turn time, this is one thing I've been rather concerned about as well.

Are you saying you think this should be a part of Civ4?
 
ripple01 said:
Wow! Impressive. Most impressive.

BTW, are you a Star Wars fan? Just reminded me of one of those movies (one of the old ones) HAHA!
 
Wow! I just checked out the revolutions mod and yes... this is way cool mod. I have been wanting to do something like this myself. It's great that I don't have too... It is just more true to history that civs die and are replaced by successor nations with a similar culture. Prussia->Germany is just one of a hundred or more! America herself! I am not sure if this is apart of the revolutions mod, but I have thought that if this happens to a human player (where the civ "dies" or revolts, takes their own demands, (and perhaps their name), if it "kills" a human player then the human player should have the choice of continuing under the enforced regime? This would be nice for the AI too because sometimes the AI chooses ridiculously old government styles as civics and insists on them throughout the game. This would force the AI to modernize itself. I have had the AI put up a "second on the list" civic (don't remeber right now which it was) for vote and it PASSED! I was mollified!

Yes, the Revolutions mod allows you to take control of the rebels and fight as them... I think with your input, it could be even better, to be honest. :)


Are you saying you think this should be a part of Civ4?

You mean your expansion? Sure. I think it'd be great. What I meant when I said that though is that I am concerned about processing time for my mod. But yes.. this should be included I think.
 
looks great. can't wait to play it together with new Genetic Era :goodjob:
 
Wow, I like the frostbite and the heat exhaustion (desert tiles?) and the percentages are cool. I wonder if the Firaxis expansion will be like this (better or worse)? Yours looks good anyhow :D
 
ripple01 said:
I saw them on the Counterparts tour and was blown away.

I don't remember if it was this one or the test for echo tour that they played 2112 in its entirety... but if it was... that was definately the tour of the century. THREE HOURS of nothing but Rush (there was no opening band and hasn't been ever since!)

I thought that this quote was very appropriate for a forum on civilization ;)

troyDoogle7 said:
LOL primeover.. Looks like great minds think alike.....

I am really sorry I missed this mod you started. I searched for similar mods before I began the last stage and somehow missed yours. Otherwise I would have let you know and we could have combined some of our efforts. There was a random events mod done completely in Python a while back when CivIV had just come out before the SDK was released by direAussie and I contacted him about it though he said he didn't play CivIV anymore. I must credit him for a couple of ideas and for some of the sounds that will be included in mine.

PS... are their any other troyDoogles? :lol:

Once again everyone, I appreciate the feedback. If anyone has some suggestions, questions, or ideas, feel free to share but keep in mind that I will pay more attention to them once the mod's first draft is done (which should be very soon. Even now, I am running its first complete test). It should be out in the form of the Genetic Era mod in a couple of weeks.
 
Wow, I like the frostbite and the heat exhaustion (desert tiles?)

Yup! And lost at sea occurs in the doldrums (between 25-35 global degrees latitude high pressure zones where many ships could easily get lost or at the very least starve to death).
 
What causes the Ages to occur? Can a modder assign a trigger? Be it the discovery of a tech, action of player or unit, or random?

Because I don't know if I would use the event ages as you have designed it, but I would like to use them for climate change where the map as a whole would go into periods of global warming or cooling and the frequency of certain disasters and tile dangers would increase accordingly.
 
For a full explanation of ages see the second post (just before all the pictures).

Beginning and ending of event ages are solely based on game year. If you wanted, you could add a tag to do as you ask... but that isn't really what the concept is about.

However, depending on what exactly you are trying to do, the mod provides many things that may be able to do what you are trying to accomplish. If you have something in mind, ask me here, or privately, whichever you prefer.

There are two things that can be "triggered": events and event effects. Also, "event effects" can cause a trigger to occur. This is how the "random great person" works. Event effects can be linked to a list of "possible" effects and one is picked at random.
 
If anyone has some suggestions, questions, or ideas, feel free to share but keep in mind that I will pay more attention to them once the mod's first draft is done (which should be very soon. Even now, I am running its first complete test). It should be out in the form of the Genetic Era mod in a couple of weeks.

1. Are you going to release it as a standard mod component that others can use? I t will take a significant amount of work to rip it out of the genetic era mod. Ideally I would like to add it to my Smac mod as it was a key missing component. However I wouldn't know where to start regarding recompiling the sdk and which python functions were used by the mod. It would be really wonderful if you or allow someone to release it as a standalone mod component.

2. Regarding ideas.. In smac there was a mini mission you could do and I wanted to know if I will be able to emulate it using your events mod..

Upon creation of your first "mind worm" unit a pop up screen comes up with a ministory about sending your favorite protege to the CITY NAME to take lead of the unit.

If the unit is killed by a human faction, then another popup appears telling you are so upset about the malicious killing of your protege, that you tell them to burn (and it specifies a nearby city of the killing faction)

If you capture the faction city, a popup appears saying "although you have captured the city, it cannot bring back your protege, so instead you rename the city to The proteges name +memory.

I didn;t use the original wording from the pop ups but you get the idea. It was a really fun little mission within the grand scheme of the game.
 
Beginning and ending of event ages are solely based on game year. If you wanted, you could add a tag to do as you ask... but that isn't really what the concept is about.

Very true... I'm not averse to coding in the SDK, so making small changes to your much larger project is not a big deal for me :)

Actually, I'm looking forward to the release of your mod as a kind of study guide to coding of greater complexity as much as I am interested in the mod comp itself because I have a game feature I'd like to make that'd require an expansive change in the code too.

However, depending on what exactly you are trying to do, the mod provides many things that may be able to do what you are trying to accomplish. If you have something in mind, ask me here, or privately, whichever you prefer.

Well, without seeing the code, I can't really say what I would or would not want added because I'm not really sure what would be best built out of this and what could and should be accomplished by other means.

If you'd be willing to release some snippets of the XML code to show what's what, I think that would be helpful. On the other hand, I don't want you to suddenly find you're coding by concensus with too many people giving their two cents about better ways to do this or that or new features they want added.
 
troyDoogle7 said:
1. Are you going to release it as a standard mod component that others can use? I t will take a significant amount of work to rip it out of the genetic era mod. Ideally I would like to add it to my Smac mod as it was a key missing component. However I wouldn't know where to start regarding recompiling the sdk and which python functions were used by the mod. It would be really wonderful if you or allow someone to release it as a standalone mod component.

No problems there. Actually, with a file comparer two I can seperate out the source code within an hour or two... not too bad. The only annoying part for me is ripping out xml code because alot of xml code is too similar for file comparer tools to do a good job. But since most of the XML code for this mod is new xml it won't be too bad.

I have been planning for a while to release it as seperate mod/component (actually both because it can be used as both). It will come complete with a "players guide" and a "modders guide" to help those who want to use the component in their own mod. I am planning to release the seperate mod a couple weeks after the next Genetic Era release so that we get some feedback and make any final changes before I release the solo version.

About your second suggestion... That would be possible, but it would require some very non-conventional coding seperate from the traditional format of the mod. The popups would be easy and would fit right in with the mod's capabilities. If the "protege" was a unique unit, that would be fit in pretty well too, but the non-conventional part would be capturing the units death. This would require some extra coding outside of the mods current "realm" so to speak.

Dom Pedro II said:
If you'd be willing to release some snippets of the XML code to show what's what, I think that would be helpful. On the other hand, I don't want you to suddenly find you're coding by concensus with too many people giving their two cents about better ways to do this or that or new features they want added.

That is actually not a big deal since I was planning on releasing a "modders guide" anyway. As far as coding by consensus... If I like ideas I will consider them and if I don't I won't. Pretty simple to me... but first I want to get what I have done.

I will post some of the xml below but keep in mind that this is still subject to change (some may have already since this is from two weeks ago)

Spoiler Segment of CIV4EventInfos.xml :
Code:
<EventInfo>
  <Type>EVENT_EARTHQUAKE</Type> 
  <EventClass>EVENTCLASS_GEOLOGIC</EventClass> 
  <Description>TXT_KEY_EVENT_EARTHQUAKE</Description> 
  <Help>TXT_KEY_EVENT_EARTHQUAKE_HAPPENED</Help> 
  <Civilopedia>TXT_KEY_EVENTS_EARTHQUAKE_PEDIA</Civilopedia> 
  <Button>Art/Interface/Buttons/Events/earthquake.dds</Button> 
  <Sound>AS2D_EVENT_EARTHQUAKE</Sound> 
  <PreReqTech>NONE</PreReqTech> 
  <PreReqEra>NONE</PreReqEra> 
  <PreReqEventAge>NONE</PreReqEventAge> 
  <ObsoleteTech>NONE</ObsoleteTech> 
  <ObsoleteEra>NONE</ObsoleteEra> 
  <ObsoleteEventAge>NONE</ObsoleteEventAge> 
  <bTargetsUnits>1</bTargetsUnits> 
  <bTargetsBuildings>1</bTargetsBuildings> 
  <bTargetsPopulation>1</bTargetsPopulation> 
  <bTargetsImprovements>1</bTargetsImprovements> 
  <bTargetsFeatures>0</bTargetsFeatures> 
  <EventDomain>EVENTDOMAIN_LAND</EventDomain> 
  <AffectedUnitDomain>NONE</AffectedUnitDomain> 
  <iCoastal>0</iCoastal> 
  <iMaxLatitude>90</iMaxLatitude> 
  <iMinLatitude>0</iMinLatitude> 
  <iPreReqDistance>-1</iPreReqDistance> 
  <bUsesIntensityScale>1</bUsesIntensityScale> 
  <iMaxIntensity>10</iMaxIntensity> 
  <iMinIntensity>1</iMinIntensity> 
  <iMinEffectIntensity>5</iMinEffectIntensity> 
  <iScaleBaseChance>12800</iScaleBaseChance> 
  <iScaleLogBase>4</iScaleLogBase> 
  <iBaseOdds>5000</iBaseOdds> 
  <iMaxBaseFrequency>5</iMaxBaseFrequency> 
  <iMinBaseFrequency>1</iMinBaseFrequency> 
  <EventAgeMods /> 
  <iHealthThreshold>0</iHealthThreshold> 
  <bHealthMakesValid>0</bHealthMakesValid> 
  <bUseTravelEmulation>0</bUseTravelEmulation> 
  <bTravelDamage>0</bTravelDamage> 
  <iGrowthChance>0</iGrowthChance> 
  <TravelDirection>NONE</TravelDirection> 
  <DriftType>NONE</DriftType> 
  <FallDomain>NONE</FallDomain> 
  <CityCommerceEvent/> 
  <EventEffect>NONE</EventEffect> 
  <iMaxEffectValue>0</iMaxEffectValue> 
  <iMinEffectValue>0</iMinEffectValue> 
  <bRandomizeEffect>0</bRandomizeEffect> 
  <bEffectRequiresCity>0</bEffectRequiresCity> 
  <bNearbyEffect>0</bNearbyEffect> 
  <iNearbyChance>0</iNearbyChance> 
  <iNearbyRange>0</iNearbyRange> 
  <iEffectRange>1</iEffectRange> 
  <bEffectRangeDependent>1</bEffectRangeDependent> 
  <iEffectPathWidth>0</iEffectPathWidth> 
  <EffectType>EFFECT_RADIAL</EffectType> 
  <bIsPositive>0</bIsPositive> 
  <bCanDestroyCity>1</bCanDestroyCity> 
  <bPopChangeDependent>1</bPopChangeDependent> 
  <iMaxPopChange>10</iMaxPopChange> 
  <iMaxBuildingChange>10</iMaxBuildingChange> 
  <NewTerrainType>NONE</NewTerrainType> 
  <NewFeatureType>NONE</NewFeatureType> 
  <PlotType>NONE</PlotType> 
  <PreReqBuildings /> 
  <PreReqFeatures /> 
  <PreReqTerrain>NONE</PreReqTerrain> 
  <bIsLatitudeWatch>0</bIsLatitudeWatch> 
  <bAddFeatureWatch>0</bAddFeatureWatch> 
  <bAddTerrainWatch>0</bAddTerrainWatch> 
  <BonusMods /> 
  <BuildingMods /> 
  <ImprovementMods /> 
  <TechMods /> 
  </EventInfo>

Spoiler Segment of CIV4EventClassInfos.xml :
Code:
<EventClassInfo>
  <Type>EVENTCLASS_GEOLOGIC</Type> 
  <bUseNaturalSystem>1</bUseNaturalSystem> 
  <bUseWatchSystem>0</bUseWatchSystem> 
  <bUseGenericSystem>0</bUseGenericSystem> 
  <bPlayerInvoked>0</bPlayerInvoked> 
 </EventClassInfo>

[SPOILER="CIV4EventTriggerInfos.xml]
Code:
<EventTriggerInfo>
  <Type>EVENTTRIGGER_PLAGUE</Type> 
  <AttitudeMessage>TXT_KEY_MISSION_TRIGGER_PLAGUE_ATTITUDE</AttitudeMessage> 
  <InvokeEvent>EVENT_PROPHETPLAGUE</InvokeEvent> 
  <InvokeEffect>NONE</InvokeEffect> 
  <UnitMission>MISSION_TRIGGER_PLAGUE</UnitMission> 
  <iTime>50</iTime> 
  <iAttitudeChange>3</iAttitudeChange> 
  <iWarPlanThreshold>2</iWarPlanThreshold> 
  <iSelfHelpValue>0</iSelfHelpValue> 
  <bPeaceMaker>0</bPeaceMaker> 
  <bKillUnit>0</bKillUnit> 
 </EventTriggerInfo>
[/SPOILER]

[SPOILER="CIV4EventEffectInfos.xml]
Code:
<EventEffectInfo>
  <Type>EVENTEFFECT_GREATPERSON</Type> 
  <Description>Random Great Person</Description> 
  <MessageFormat>NONE</MessageFormat> 
  <InvokeEventTrigger>NONE</InvokeEventTrigger> 
  <InvokeRandomTrigger>
     <RandomEventTrigger>EVENTTRIGGER_GREATPROPHET</RandomEventTrigger> 
     <RandomEventTrigger>EVENTTRIGGER_GREATMERCHANT</RandomEventTrigger> 
     <RandomEventTrigger>EVENTTRIGGER_GREATARTIST</RandomEventTrigger> 
     <RandomEventTrigger>EVENTTRIGGER_GREATSCIENTIST</RandomEventTrigger> 
     <RandomEventTrigger>EVENTTRIGGER_GREATENGINEER</RandomEventTrigger> 
  </InvokeRandomTrigger>
</EventEffectInfo>
[/SPOILER]
 
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