Proposeed Greenskin Events

frenzyslave

Warlord
Joined
Dec 26, 2003
Messages
262
Location
Hamilton, New Zealand
Greenskin Events
Example used by Ahrimanes:
Famine
Requires: city with granary.
A plague of rats and mice have devoured the food from our granaries, and our people risk famine.
a) Import what food we can purchase at reasonable prices and sell it at a profit to those who can afford it. (+50 gold, 10% chance civil unrest for 1-3 turns.) (Requires Tilean)
b) Import as much food as we can get our hands on, no matter the price. (-120 gold).
c) Open up the cities granaries, and distribute our food to the masses. (-100% stored food in city, -1 city population)
d) Bah! Those were weak and stupid people. (-1 city population, requires Chaotic.)
e) Food shortage? Thats what snotlings are for! (-1 city population, requires orc or goblin.)


Well you boyz asked fur it... ;) :mischief:
Pillage an loot as you see fit Warbossez what followz.;)
Note that “Greenskin” applies to Ork (Iron Claw Orcs), Gobbo (The Crooked Moon Tribe), and Hobgob (The Hobgoblin Hegemony) civs. Bad spelling is intenshun... inteshun... er... oh you getz it... (intentional) if da Greenskins ar involved. :D

Proposed Greenskin Only Events:

A Huntin Wez Go
Req: Greenskins only, Hunting, random (unit w)
Text: A huntin mob sneaks up on is target...
a) Quik! Stik it fulla arrers befor it urts us! ((unit w) receives +2xp; req The Crooked Moon Tribe)
b) Club it. Club it gud! Club it sum mor! Get em ded urty! ((unit w) receives +2xp; req Iron Claw Orcs)
c) Sneaky sneakz... Den wez stab it in der back! Yeh, you like it der... heh heh sssh! ((unit w) receives +2xp; req The Hobgoblin Hegemony)

Mork vs Gork
Req: Greenskins only, Mysticism
Text: Shall wez praise Mork or Gork Warboss?
a) Gork! Bring down ‘is might! (hide result)
b) Mork! Mork savez uz! (hide result)
c) Gork an Mork! Dey ar equalz! (hide result)
d) Bah! Who needz em? We dont need em! (hide result)
Hidden Results:
a) Gork bless uz! (random (unit w) receives +2xp, random (city x) looses -25% food from foodbox)
b) Mork bless uz! (random (city x) receives +50% boost to their foodbox, random (unit w) cannot move for 3 turns)
c) Gork bless uz! Mork bless uz! (no effect)
d) Ur anger da godz, Warboss! Dey angry wit uz (-1 unhappy in all cities for 10 turns)

Not Right In da Hed
Req: Greenskins only, unit just built (unit w) in (city x), Warrior Code
Text: Dis one spechul Warboss. He not right in hed. Ya want me to bash em?
a) Nah. Let im live. (looses promotion Animosity on newly built (unit w))
b) Club ‘im. Dey beta off ded... (+1xp to all units in (city x))

Raid Em And Nick Stuff
Req: Greenskins only, Trade, (city x)
Text: A trade caravan is spotted outside (city x) Warboss. Shall we raid it an nick itz stuff?
a) Prepar da boyz! We gonna nick stuff ladz! (receive a random gold amount between +5-25 gold)
b) Dont raid it ladz. Trade wit it insted. (receive +1 trade route in (city x), +1 unhappy in (city x) for 20 turns)

Ded Skollaz
Req: Greenskins only, Contemplation, random (unit w), contact with a civ (non Greenskin)
Text: We hunt em down Warboss. Des skollaz spel ur name rong.
a) Let dis be a leson eh boyz? It Ork not “orc”, Gobbo not “goblin”, an its Untrustygit... er Hobgob not “hobgoblin”. An my name sur aint spel- Ah Warboss? He ded. I musta hit im all to ard. (receive +2xp to (unit w), suffer a -1 diplomacy hit with (random neighbour that is not Greenskin)

Da Big Race
Req: Greenskins only, Construction, Capital (city x).
Text: Craftyget organises a cart race to keep da Boyz from fightin’ in (capital city x). She asks da Warboss if dey wanna place a bet on da outcome. A bet costs 10 gold.
a) Bet on da green get (-10 gold; hide result)
b) Bet on da red get (-10 gold; hide result)
c) Bet on da blue get (-10 gold; hide result)
d) Im too poor to place a bet (hide result)
Hidden Results:
a) Da green cart is behind in da race, and sealz its fate when its wheelz fall off. The crowd jeer an make sur dat it neva finish. You lost.
b) Red onez ar faster! Da red cart leadz for most of da race, til a banana peel upset. It crossez da finish, second. You lost.
c) Blue onez ar lucky! Da blue cart is second for most of da race. Da driver usez a cleva ‘irty trick – throwing a banana peel at da front cart. While is competition strugglez to retain controlz, da blue cart crossez da finish. You won 25 gold! (+25 gold)
d) Da race neva goez ahead, lacking da Warboss support. A fight breaks out upon ‘earing Da Big Race cancellation. (1 turn of civil disorder in city x).

Da Big Fight
Req: Greenskins only, must be at peace, Warfare
Text: Da Boyz are bored witless, an soon a fight starts in (city x).
a) Get stuck in ladz! Hav sum fun! (+2xp to all units in city x. 1-3 turns of civil disorder in x).
b) Break it up Boyz! Send in da Big’unz to stop da fightin’. (-1 pop in x).
c) What dey need iz a diztraction... (req: Bloodbowl Stadium).

Waaagh! Recruits
Req: Greenskins only, (city x), must be at war, Warfare
Text: Greenskinz flock to city x to join ur Waaagh! Dey wanna join in da fightin’ an break sum ‘eads.
a) We dont ned ya. Get lost. (no effect)
b) Get in line Boyz. (gain one Axeman Warband; req: Iron Claw Orcs)
c) Get in line Boyz. (gain one Axeman Warband; req: The Crooked Moon Tribe)
d) Get in line Boyz. (gain one Wolf Chariot; req: The Hobgoblin Hegemony)

Me Da Best!
Quest
Req: Greenskins only, must have a hero, must be an enemy (hero y)
Text: Rumor tellz uz of a big bad ‘ero boss! Letz get ‘em an show da world our ‘ero is da best!
a) Letz Get da wuss an show i da best! (accept quest)
Quest Text:
You only pass da quest when you kill da hero (hero y).
You fail dis quest if sum one else killz em, or 150 turnz go by an dey still ar alive.
Pass Quest: You ar da bestest an badest of all! (Quest Reward: -1 diplomacy with all leaders, +1 happy permanently in all cities, +10xp to all your heroes, +2 culture/turn in all cities)
Fail Quest: You have failed “Me Da Best!” quest. Time has expired, or (hero y) has died not by your hand. (no effect)

Snotling Riot
Req: Greenskins only, (city x) of at least 7 population, Lordship
Text: Snotlingz in (city x) hav run riot boss! Dey ar outa controlz!
a) Send in da Boyz an restor orda! (-1 population, 1 turn disorder in (city x))
b) Let em run riot. I lik da lil fellas. (-50 gold, +1 happy permanently in (city x), 1-5 turn disorder in (city x); req Monster Taming)

Letz Get Em!
Req: Greenskins only, at peace, (civ z) has military might < ½ yours, Lordship
Text: (Civ z) iz ezy pickingz Warboss! Letz beat em up an nick der loot!
a) Waaaagh! Get da boyz togetha an letz lay in da boot! (declare war on (civ z))
b) Pay off da ladz to curb der lootin an giv em somethin ta do (-50 gold)
c) Nah! Me want peace, not shinies! (+1 unhappy permanently in all cities)

A Pillagin We Go!
(Quest)
Req: Greenskins only, Tyranny
Text: Da boyz ar bored Warboss! Dey wan glory an need to nick stuff dat aint ours!
a) Wot?! Get da boyz togetha! We go an nick stuff!
Quest Text: Accumulate 350 gold from looting enemy improvements. Watch out for towns, for this is where the best loot can be discovered. You fail this quest if you do not accumulate 350 gold worth of pillaging once 150 turns have expired.
Pass Quest: Da boyz ar happy boss! Now we jus need ta spend da loot we nicked... (Quest Reward: +1 happy in all your cities, +50 culture boost in all your cities)
Fail Quest: We failed ta nick alot of loot Warboss, in da “A Pillagin We Go” quest... (no effect)

Da next post follows da Mixed Proposed Events that involve Greenskin options. :mischief:
 
Mixed Random Events (that involve the Greenskins having an option): ;)

Fishy Dispute
Req: Fishing, coastal (city x)
Text: Two fisherman are arguing over their catch in (city x).
a) Confiscate their goods and sell it. (+5 gold)
b) Confiscate the goods and distribute it to feed the city. (+10% foodbox in (city x))
c) Order both of em beaten up an eat da catch urself (+1xp to all units in (city x); req: Greenskins)

Wandering Herbalist
Req: Herblore
Text: A wandering apothecary has been spotted in the market in (city x), selling their goods.
a) Fund the apothecary the gold to set up permanent residence in the city. (-25 gold, receive a Herbalist building in (city x))
b) Convince the apothecary and the herbalist to join forces for the good of the city. (Herbalist in (city x): +1 healthy bonus; req Lawful)
c) Wot?! Wot he doin ere den eh? (Receive one Shaman; req Greenskins, Raw Magic*)
d) Sneaking around avoiding business tax, eh? Grab him and force him to pay up (+10 gold; req Chaotic)
e) Oh. Um... Well, carry on then. (no effect)

Beer!
Req: Tavern in (city x)
Text: Locals come from far and wide to taste the wondrous new substance called BEER!
a) I feel a need for a festival coming on... (-15 gold, +1 happy for 10 turns in (city x))
b) Ahh... Thats the good stuff... (Tavern in (city x): +2 gold bonus; req Khazukan)
c) Heyz! Snot fur brainz! Take my boot! Bar Fiiiiiight!!! (1 turn of civil disorder in (city x), +1xp to all units in (city x); req Greenskins)
d) Righto... Whichs ones doo I drunk nesht eh? (no effect)

Monsoon Rains
Req: turns in game >300, (city x) is coastal/river access, (city x) population >6
Text: Monsoon rains cause major disastrous flooding in (city x).
a) Flood damage destroys some buildings. (destroy two random buildings in (city x))
b) Oh no! Our subterranean tunnels! (-2 population in (city x); req Khazukan, Skaven)
c) Its a sign from the gods! They are angry with us! (+1 unhappy permanently in all cities; req Amazons, Lustria)
d) Whoops, some slaves washed away. Boo and Hoo. (-1 population in (city x); req Druchii, Ogres, Dawi Zharr)
e) Time to lern how to swim boyz! (-1 population, +1 unhealthy permanently in (city x); req Greenskins)
f) Repair the damage as best as we can (-200 gold, -1 population in (city x); req Lawful)

Da Big Game
Req: Bloodbowl Stadium in (city x)
Text: Its all on tonight, the epitome of the season’s journey, as we present to you Bloodbowl XXXIII! Brought to you by Bloodweiser, and by Orcidas. Let’s get ready to ruuuuuumble!
a) Woohoo! (+1 happy for 10 turns)
b) Ere we go, ere we go, ere we goooo! Dis is gonna be da bestest game eva! (Bloodbowl Stadium in (city x): +1 happy and +1 gold bonus; req Greenskins)
c) Gold gold gold, gold gold gold! (+50 gold, +1 happy for 10 turns; req Khazukan)
d) Dig up the causalties later who die during the game. (+1 happy for 10 turns, receive one Skeleton Swordsmen Horde; req Sylvania, Lahmia, or Nehekhara)

Der ya goes ;)
 
LOL :goodjob: Awesome, a lot of those are quite flavorful/entertaining & could be mostly doable with the limited event xml tags. I'll be increasingly short on time to mod in the next few months, but if you could go ahead and put some of those in I think they would be great, we always need more people to participate in the team. (Here's an events tutorial/reference if you need it; it should be quite doable since you've already got them laid out like that and it takes only a little while to get going, I just started a few wks ago.)
http://forums.civfanatics.com/showthread.php?t=230567
Anyway it would be awesome if you could get even a few of them in; just put your events in one contiguous block in the XML files and they should be easy to merge into the mod.
 
Anyway it would be awesome if you could get even a few of them in; just put your events in one contiguous block in the XML files and they should be easy to merge into the mod.

yeh :D if your feeling up for it Frenzyslave that would be an awsome help :)
 
Also put a <!-- note --> next to those entries you only edited
mentioning this saves alot of trouble. :D
 
Also put a <!-- note --> next to those entries you only edited
mentioning this saves alot of trouble. :D

Thats all I know about XML atm :lol: havent the faintest idea how to do it, but will give it a go... I wont be starting yet, havent had a game of 1.5 (or 0.15 ;)) past turn 1 yet! :cry: Need a WHFB fix and check out da new stuff first;).
 
why not? are there CTDs?

No. Just been busy... Just started a game today in fact :)

The only complaint I have so far is with the &*$$^@# random number generator and its (un)reliable odds in the 60s and 70s percent range. But thats normal for me no matter what civ game im in. :( Did get myself a Troll though in a cool random event... ;)
 
heh Frenzy.
I was making your first event as an example, and noticed that all greenskins have hunting and waaagh as starting techs, so better think of a new trigger.

A Huntin Wez Go
Req: Greenskins only, Hunting, random (unit w)
 
I was making your first event as an example, and noticed that all greenskins have hunting and waaagh as starting techs, so better think of a new trigger.

They will probably be intended to lose WAAAGH! in the same way that elves have lost high magic/dark magic/athel loren lore.
And Skaven will lose magic of the horned rat, and ogres gut magic.
This will all be researchable techs, no reason for magic access to be available for free.
 
They will probably be intended to lose WAAAGH! in the same way that elves have lost high magic/dark magic/athel loren lore.
And Skaven will lose magic of the horned rat, and ogres gut magic.

yep that should be in patch a.
 
Ah, so I'll have to add a pyhton method to select for greenskins afterall.
It was pretty handy to have a tech specific to greenskins. :p
edit:commented out waagh!. Still hunting is not really usefull as a trigger with greenskins.

Code:
in CvRandomEventInterface:
def canTriggerGreenskin(argsList):
	kTriggeredData = argsList[0]
	pPlayer = gc.getPlayer(kTriggeredData.ePlayer)
	if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_GOBLINS'):
		return true
	elif pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_ORCS'):
		return true
	elif pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_HOBGOB'):
		return true
	else:
		return false
XML:
Spoiler :

Code:
		<EventTriggerInfo>
			<Type>EVENTTRIGGER_GREENSKIN_HUNT</Type>
			<WorldNewsTexts>
				<Text/>
			</WorldNewsTexts>
			<TriggerTexts>
				<TriggerText>
					<Text>A huntin mob sneaks up on is target...</Text>
					<Era>NONE</Era>
				</TriggerText>
			</TriggerTexts>
			<bSinglePlayer>0</bSinglePlayer>
			<iPercentGamesActive>100</iPercentGamesActive>
			<iWeight>5</iWeight>
			<bProbabilityUnitMultiply>1</bProbabilityUnitMultiply>
			<bProbabilityBuildingMultiply>0</bProbabilityBuildingMultiply>
			<Civic>NONE</Civic>
			<iMinTreasury>0</iMinTreasury>
			<iMinPopulation>0</iMinPopulation>
			<iMaxPopulation>-1</iMaxPopulation>
			<iMinMapLandmass>0</iMinMapLandmass>
			<iMinOurLandmass>0</iMinOurLandmass>
			<iMaxOurLandmass>-1</iMaxOurLandmass>
			<MinDifficulty>NONE</MinDifficulty>
			<iAngry>0</iAngry>
			<iUnhealthy>0</iUnhealthy>
			<UnitsRequired>
				<UnitClass>UNITCLASS_WARRIOR</UnitClass>
				<UnitClass>UNITCLASS_SPEARMAN</UnitClass>
				<UnitClass>UNITCLASS_MILITIA_SPEARMAN</UnitClass>
				<UnitClass>UNITCLASS_ARCHER</UnitClass>
				<UnitClass>UNITCLASS_MILITIA_ARCHER</UnitClass>
				<UnitClass>UNITCLASS_LIGHT_KNIGHT</UnitClass>	
				<UnitClass>UNITCLASS_KNIGHT</UnitClass>								
            </UnitsRequired>
			<iNumUnits>1</iNumUnits>
			<iNumUnitsGlobal>0</iNumUnitsGlobal>
			<iUnitDamagedWeight>0</iUnitDamagedWeight>
			<iUnitDistanceWeight>0</iUnitDistanceWeight>
			<iUnitExperienceWeight>0</iUnitExperienceWeight>
			<bUnitsOnPlot>1</bUnitsOnPlot>
			<BuildingsRequired>
            </BuildingsRequired>
			<iNumBuildings>0</iNumBuildings>
			<iNumBuildingsGlobal>0</iNumBuildingsGlobal>
			<iNumPlotsRequired>1</iNumPlotsRequired>
			<bOwnPlot>1</bOwnPlot>
			<iPlotType>0</iPlotType>
			<FeaturesRequired>
            </FeaturesRequired>
			<TerrainsRequired>
            </TerrainsRequired>
			<ImprovementsRequired>
            </ImprovementsRequired>
			<BonusesRequired>
            </BonusesRequired>
			<RoutesRequired>
            </RoutesRequired>
			<ReligionsRequired>
            </ReligionsRequired>
			<iNumReligions>0</iNumReligions>
			<CorporationsRequired>
            </CorporationsRequired>
			<iNumCorporations>0</iNumCorporations>
			<bPickReligion>0</bPickReligion>
			<bStateReligion>0</bStateReligion>
			<bHolyCity>0</bHolyCity>
			<bPickCorporation>0</bPickCorporation>
			<bHeadquarters>0</bHeadquarters>
			<Events>
				<Event>EVENT_GREENSKIN_HUNT_1</Event>
				<Event>EVENT_GREENSKIN_HUNT_2</Event>
				<Event>EVENT_GREENSKIN_HUNT_3</Event>
			</Events>
			<PrereqEvents>
            </PrereqEvents>
			<bPrereqEventPlot>0</bPrereqEventPlot>
			<OrPreReqs>
            </OrPreReqs>
			<AndPreReqs>
				<PrereqTech>TECH_ANIMAL_HUSBANDRY</PrereqTech>
            </AndPreReqs>
			<ObsoleteTechs>
			   <ObsoleteTech>TECH_WARRIOR_CODE</ObsoleteTech> 
            </ObsoleteTechs>
			<bRecurring>1</bRecurring>
			<bTeam>0</bTeam>
			<bGlobal>0</bGlobal>
			<bPickPlayer>0</bPickPlayer>
			<bOtherPlayerWar>0</bOtherPlayerWar>
			<bOtherPlayerHasReligion>0</bOtherPlayerHasReligion>
			<bOtherPlayerHasOtherReligion>0</bOtherPlayerHasOtherReligion>
			<bOtherPlayerAI>0</bOtherPlayerAI>
			<iOtherPlayerShareBorders>0</iOtherPlayerShareBorders>
			<OtherPlayerHasTech>NONE</OtherPlayerHasTech>
			<bPickCity>0</bPickCity>
			<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
			<bShowPlot>1</bShowPlot>
			<iCityFoodWeight>0</iCityFoodWeight>
			<PythonCanDo>canTriggerGreenskin</PythonCanDo>
			<PythonCanDoCity/>
			<PythonCanDoUnit/>
			<PythonCallback/>
			<iPrereqCrime>0</iPrereqCrime>
			<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
			<PrereqAlignment>NONE</PrereqAlignment>
			<PrereqCivilizationPleased>NONE</PrereqCivilizationPleased>
			<PrereqLeader>NONE</PrereqLeader>
			<PrereqTrait>TRAIT_RAIDERS</PrereqTrait>
		</EventTriggerInfo>
		
		
		<EventInfo>
            <Type>EVENT_GREENSKIN_HUNT_1</Type>
            <Description>Quik! Stik it fulla arrers befor it urts us!</Description>
            <LocalInfoText/>
            <WorldNewsTexts/>
            <OtherPlayerPopup/>
            <QuestFailText/>
            <bQuest>0</bQuest>
            <bGlobal>0</bGlobal>
            <bTeam>0</bTeam>
            <bPickCity>0</bPickCity>
            <bPickOtherPlayerCity>0</bPickOtherPlayerCity>
            <bDeclareWar>0</bDeclareWar>
            <iGold>0</iGold>
            <bGoldToPlayer>0</bGoldToPlayer>
            <iRandomGold>0</iRandomGold>
            <iCulture>0</iCulture>
            <iEspionagePoints>0</iEspionagePoints>
            <bGoldenAge>0</bGoldenAge>
            <iFreeUnitSupport>0</iFreeUnitSupport>
            <iInflationMod>0</iInflationMod>
            <iSpaceProductionMod>0</iSpaceProductionMod>
            <Tech>NONE</Tech>
            <TechFlavors>
            </TechFlavors>
            <iTechPercent>0</iTechPercent>
            <iTechCostPercent>0</iTechCostPercent>
            <iTechMinTurnsLeft>0</iTechMinTurnsLeft>
            <PrereqTech/>
            <UnitClass>NONE</UnitClass>
            <iNumFreeUnits>0</iNumFreeUnits>
            <bDisbandUnit>0</bDisbandUnit>
            <iUnitExperience>2</iUnitExperience>
            <iUnitImmobileTurns>0</iUnitImmobileTurns>
            <UnitPromotion/>
            <UnitName/>
            <UnitCombatPromotions>
            </UnitCombatPromotions>
            <UnitClassPromotions>
            </UnitClassPromotions>
            <BuildingClass>NONE</BuildingClass>
            <iBuildingChange>0</iBuildingChange>
            <BuildingExtraYields>
            </BuildingExtraYields>
            <BuildingExtraCommerces>
            </BuildingExtraCommerces>
            <BuildingExtraHappies>
            </BuildingExtraHappies>
            <BuildingExtraHealths>
            </BuildingExtraHealths>
            <iHappy>0</iHappy>
            <iHealth>0</iHealth>
            <iHurryAnger>0</iHurryAnger>
            <iHappyTurns>0</iHappyTurns>
            <iRevoltTurns>0</iRevoltTurns>
            <iMinPillage>0</iMinPillage>
            <iMaxPillage>0</iMaxPillage>
            <iFood>5</iFood>
            <iFoodPercent>0</iFoodPercent>
            <FreeSpecialistCounts>
            </FreeSpecialistCounts>
            <FeatureType>NONE</FeatureType>
            <iFeatureChange>0</iFeatureChange>
            <ImprovementType>NONE</ImprovementType>
            <iImprovementChange>0</iImprovementChange>
            <BonusType>NONE</BonusType>
            <iBonusChange>0</iBonusChange>
            <RouteType>NONE</RouteType>
            <iRouteChange>0</iRouteChange>
            <BonusRevealed>NONE</BonusRevealed>
            <BonusGift>NONE</BonusGift>
            <PlotExtraYields>
            </PlotExtraYields>
            <iConvertOwnCities>0</iConvertOwnCities>
            <iConvertOtherCities>0</iConvertOtherCities>
            <iMaxNumReligions>-1</iMaxNumReligions>
            <iOurAttitudeModifier>0</iOurAttitudeModifier>
            <iAttitudeModifier>0</iAttitudeModifier>
            <iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
            <iPopulationChange>0</iPopulationChange>
            <AdditionalEvents>
            </AdditionalEvents>
            <EventTimes>
            </EventTimes>
            <ClearEvents>
            </ClearEvents>
            <PythonCallback/>
            <PythonExpireCheck/>
            <PythonCanDo/>
            <PythonHelp/>
            <Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
            <iAIValue>100</iAIValue>
            <iCrime>0</iCrime>
            <iGlobalCounter>0</iGlobalCounter>
            <PrereqAlignment>NONE</PrereqAlignment>
            <PrereqBonus>NONE</PrereqBonus>
            <PrereqCivilization>CIVILIZATION_GOBLINS</PrereqCivilization>
            <PrereqCorporation>NONE</PrereqCorporation>
            <PrereqReligion>NONE</PrereqReligion>
            <PrereqStateReligion>NONE</PrereqStateReligion>
        </EventInfo>
        <EventInfo>
            <Type>EVENT_GREENSKIN_HUNT_2</Type>
            <Description>Club it. Club it gud! Club it sum mor! Get em ded urty!</Description>
            <LocalInfoText/>
            <WorldNewsTexts/>
            <OtherPlayerPopup/>
            <QuestFailText/>
            <bQuest>0</bQuest>
            <bGlobal>0</bGlobal>
            <bTeam>0</bTeam>
            <bPickCity>0</bPickCity>
            <bPickOtherPlayerCity>0</bPickOtherPlayerCity>
            <bDeclareWar>0</bDeclareWar>
            <iGold>0</iGold>
            <bGoldToPlayer>0</bGoldToPlayer>
            <iRandomGold>0</iRandomGold>
            <iCulture>0</iCulture>
            <iEspionagePoints>0</iEspionagePoints>
            <bGoldenAge>0</bGoldenAge>
            <iFreeUnitSupport>0</iFreeUnitSupport>
            <iInflationMod>0</iInflationMod>
            <iSpaceProductionMod>0</iSpaceProductionMod>
            <Tech>NONE</Tech>
            <TechFlavors>
            </TechFlavors>
            <iTechPercent>0</iTechPercent>
            <iTechCostPercent>0</iTechCostPercent>
            <iTechMinTurnsLeft>0</iTechMinTurnsLeft>
            <PrereqTech>NONE</PrereqTech>
            <UnitClass>NONE</UnitClass>
            <iNumFreeUnits>0</iNumFreeUnits>
            <bDisbandUnit>0</bDisbandUnit>
            <iUnitExperience>2</iUnitExperience>
            <iUnitImmobileTurns>0</iUnitImmobileTurns>
            <UnitPromotion/>
            <UnitName/>
            <UnitCombatPromotions>
            </UnitCombatPromotions>
            <UnitClassPromotions>
            </UnitClassPromotions>
            <BuildingClass>NONE</BuildingClass>
            <iBuildingChange>0</iBuildingChange>
            <BuildingExtraYields>
            </BuildingExtraYields>
            <BuildingExtraCommerces>
            </BuildingExtraCommerces>
            <BuildingExtraHappies>
            </BuildingExtraHappies>
            <BuildingExtraHealths>
            </BuildingExtraHealths>
            <iHappy>0</iHappy>
            <iHealth>0</iHealth>
            <iHurryAnger>0</iHurryAnger>
            <iHappyTurns>0</iHappyTurns>
            <iRevoltTurns>0</iRevoltTurns>
            <iMinPillage>0</iMinPillage>
            <iMaxPillage>0</iMaxPillage>
            <iFood>5</iFood>
            <iFoodPercent>0</iFoodPercent>
            <FreeSpecialistCounts>
            </FreeSpecialistCounts>
            <FeatureType>NONE</FeatureType>
            <iFeatureChange>0</iFeatureChange>
            <ImprovementType>NONE</ImprovementType>
            <iImprovementChange>0</iImprovementChange>
            <BonusType>NONE</BonusType>
            <iBonusChange>0</iBonusChange>
            <RouteType>NONE</RouteType>
            <iRouteChange>0</iRouteChange>
            <BonusRevealed>NONE</BonusRevealed>
            <BonusGift>NONE</BonusGift>
            <PlotExtraYields>
            </PlotExtraYields>
            <iConvertOwnCities>0</iConvertOwnCities>
            <iConvertOtherCities>0</iConvertOtherCities>
            <iMaxNumReligions>-1</iMaxNumReligions>
            <iOurAttitudeModifier>0</iOurAttitudeModifier>
            <iAttitudeModifier>0</iAttitudeModifier>
            <iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
            <iPopulationChange>0</iPopulationChange>
            <AdditionalEvents>
            </AdditionalEvents>
            <EventTimes>
            </EventTimes>
            <ClearEvents>
            </ClearEvents>
            <PythonCallback/>
            <PythonExpireCheck/>
            <PythonCanDo/>
            <PythonHelp/>
            <Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
            <iAIValue>100</iAIValue>
            <iCrime>0</iCrime>
            <iGlobalCounter>0</iGlobalCounter>
            <PrereqAlignment>NONE</PrereqAlignment>
            <PrereqBonus>NONE</PrereqBonus>
            <PrereqCivilization>CIVILIZATION_ORCS</PrereqCivilization>
            <PrereqCorporation>NONE</PrereqCorporation>
            <PrereqReligion>NONE</PrereqReligion>
            <PrereqStateReligion>NONE</PrereqStateReligion>
        </EventInfo>
        <EventInfo>
            <Type>EVENT_GREENSKIN_HUNT_3</Type>
            <Description>Sneaky sneakz... Den wez stab it in der back! Yeh, you like it der... heh heh sssh!</Description>
            <LocalInfoText/>
            <WorldNewsTexts/>
            <OtherPlayerPopup/>
            <QuestFailText/>
            <bQuest>0</bQuest>
            <bGlobal>0</bGlobal>
            <bTeam>0</bTeam>
            <bPickCity>0</bPickCity>
            <bPickOtherPlayerCity>0</bPickOtherPlayerCity>
            <bDeclareWar>0</bDeclareWar>
            <iGold>0</iGold>
            <bGoldToPlayer>0</bGoldToPlayer>
            <iRandomGold>0</iRandomGold>
            <iCulture>0</iCulture>
            <iEspionagePoints>0</iEspionagePoints>
            <bGoldenAge>0</bGoldenAge>
            <iFreeUnitSupport>0</iFreeUnitSupport>
            <iInflationMod>0</iInflationMod>
            <iSpaceProductionMod>0</iSpaceProductionMod>
            <Tech>NONE</Tech>
            <TechFlavors>
            </TechFlavors>
            <iTechPercent>0</iTechPercent>
            <iTechCostPercent>0</iTechCostPercent>
            <iTechMinTurnsLeft>0</iTechMinTurnsLeft>
            <PrereqTech>NONE</PrereqTech>
            <UnitClass>NONE</UnitClass>
            <iNumFreeUnits>0</iNumFreeUnits>
            <bDisbandUnit>0</bDisbandUnit>
            <iUnitExperience>2</iUnitExperience>
            <iUnitImmobileTurns>0</iUnitImmobileTurns>
            <UnitPromotion/>
            <UnitName/>
            <UnitCombatPromotions>
            </UnitCombatPromotions>
            <UnitClassPromotions>
            </UnitClassPromotions>
            <BuildingClass>NONE</BuildingClass>
            <iBuildingChange>0</iBuildingChange>
            <BuildingExtraYields>
            </BuildingExtraYields>
            <BuildingExtraCommerces>
            </BuildingExtraCommerces>
            <BuildingExtraHappies>
            </BuildingExtraHappies>
            <BuildingExtraHealths>
            </BuildingExtraHealths>
            <iHappy>0</iHappy>
            <iHealth>0</iHealth>
            <iHurryAnger>0</iHurryAnger>
            <iHappyTurns>0</iHappyTurns>
            <iRevoltTurns>0</iRevoltTurns>
            <iMinPillage>0</iMinPillage>
            <iMaxPillage>0</iMaxPillage>
            <iFood>5</iFood>
            <iFoodPercent>0</iFoodPercent>
            <FreeSpecialistCounts>
            </FreeSpecialistCounts>
            <FeatureType>NONE</FeatureType>
            <iFeatureChange>0</iFeatureChange>
            <ImprovementType>NONE</ImprovementType>
            <iImprovementChange>0</iImprovementChange>
            <BonusType>NONE</BonusType>
            <iBonusChange>0</iBonusChange>
            <RouteType>NONE</RouteType>
            <iRouteChange>0</iRouteChange>
            <BonusRevealed>NONE</BonusRevealed>
            <BonusGift>NONE</BonusGift>
            <PlotExtraYields>
            </PlotExtraYields>
            <iConvertOwnCities>0</iConvertOwnCities>
            <iConvertOtherCities>0</iConvertOtherCities>
            <iMaxNumReligions>-1</iMaxNumReligions>
            <iOurAttitudeModifier>0</iOurAttitudeModifier>
            <iAttitudeModifier>0</iAttitudeModifier>
            <iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
            <iPopulationChange>0</iPopulationChange>
            <AdditionalEvents>
            </AdditionalEvents>
            <EventTimes>
            </EventTimes>
            <ClearEvents>
            </ClearEvents>
            <PythonCallback/>
            <PythonExpireCheck/>
            <PythonCanDo/>
            <PythonHelp/>
            <Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
            <iAIValue>100</iAIValue>
            <iCrime>0</iCrime>
            <iGlobalCounter>0</iGlobalCounter>
            <PrereqAlignment>NONE</PrereqAlignment>
            <PrereqBonus>NONE</PrereqBonus>
            <PrereqCivilization>CIVILIZATION_HOBGOB</PrereqCivilization>
            <PrereqCorporation>NONE</PrereqCorporation>
            <PrereqReligion>NONE</PrereqReligion>
            <PrereqStateReligion>NONE</PrereqStateReligion>
</EventInfo>

I'm not 100% sure about the units required, maybe that should be removed.
[strikethrough]also maybe the python method needs to be moved to 'PythonCanDo'.[/strikethrough] this was so.
EDIT: Changed event a bit. removed bGlobal and set reqTech to ANIMAL_HUSBANDRY. Also set it to repeatable, so I set the weight to 5 instead of infinite (-1)
EDIT: Now added make obsolete after warrior_code tech.
 
Ah, so I'll have to add a pyhton method to select for greenskins afterall.
It was pretty handy to have a tech specific to greenskins. :p
edit:commented out waagh!. Still hunting is not really usefull as a trigger with greenskins.

Woohoo! Animal Husbandry then I guess...

I'm not 100% sure about the units required, maybe that should be removed. also maybe the python method needs to be placed in 'PythonCanDo'.

Units reqd? How to look for a random unit? Its all XML to me :confused: Just any random unit will do... As for python, I have absolutely no clue. I only started learning XML...

Having a look at some XML tonight and tomorrow, to get a better clue ;)

EDIT: Thanks for the early help and stuff ;)
 
No problem.
We all start out like that. :)

Just try to cut/paste the stuff into the right files and test it out.
If things don't work, try changing some of the things I'm not sure about first. (one at a time is best)
Did you bookmark the tutorials by Solver and Kael? Those are usefull. also I see a XML 101 thread high in the tutorials subforum. check it out if you haven't akready.
XML is dead easy. I'm sure you will be able to handle it in half a week or less.
The only problem is reading the long entries. which are mostly blank values with only a few important data hidden in between. :(
 
XML is easy, but the structure of the files make it long to implement new stuff. More, some info are spread among several files, like for units. Long and tedious job.
 
I recommend trying this free Civ4 XML Editor
http://forums.civfanatics.com/showthread.php?t=270586

it makes both reading and writing the files *a lot* faster/easier and less error prone. For a few fields you'll still have to edit manually in a text editor, but for the most part works like a charm. Also definitely rely on Solver's tutorial which is genius.

For repeatable event triggers I'd recommend an iWeight of 100 or 200 to start with since much less than that will almost never happen; we can tweak these to balance frequency as we get more common events into the mod.
 
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