Random Events Mod

Maybe a small chance for a goody hut to appear. Small chance for ships to sink, be lost in storms, or just taking some damage. Good crop/bad crop - extra minerals/metals found, or so for a few turns on a tile. Chance for an barbarian unit to convert to your civilization. Chance for units far away becoming baqrbarians. Small chance for roads to dissapeare (break apart). Forrest fire, spreading and destroying forrests.
 
Why do you think the random number seed needs to be saved?

My bad. I read the code wrong. Disregard everything I said :) I like the way you use the setBonusType function to store the volcano in the game.

Currently I'm looking at making a civil war event. Right now, I'm looking at using relative population size, happiness, and religious seperation as some factors in desiding if a civilization is at risk of a civil war. Any other ideas would be appreciated.

Not sure how elaborate you are looking to make the event, but if you just want to make a city go into civil disorder (like when you take over a city) there is this function in CyCity:

city.setOccupationTimer(2)
 
Is there any way how to find out where the earthquake took place? I have had many of them in my last game but never noticed any damage.... Is it reported to the player everytime or only when it occurs at his territory?

Very nice mod, looking forward for future developments...
 
Is there any way how to find out where the earthquake took place? I have had many of them in my last game but never noticed any damage.... Is it reported to the player everytime or only when it occurs at his territory?

The camera should be centering on the earthquake, and it also flashes the mini-map. All damage is reported to the quick messages on the top left of the screen. At this stage the player will get all information about an earthquake regardless of whether it is in their territory or not.

Small earthquakes generally do no damage while large earthquakes do massive damage.

How do I use this mod with other mods, like lost unit/wonder?

You'd have to manually combine them. Easy if they change different files. More difficult if they dont.
 
Maybe earthquakes should reduce movement points on units near? Hard to walk when the ground is shaking :p.
 
for some reason it doesnt work anymore... it worked when I first DL it and then I combined it with Monuements mod and it still worked... but no random events. Then I tried taking out that folder and reinstalling the basic random events mod(v1.2) a when I tried to load it, the game failed to load all xml files and event manager...what's going on?!?!?!:mad: :confused: :eek:
 
I'm not sure what's going on. It might be the cache. I had the same problem during testing. Try this:

As soon as you double click the icon to start the game, hold down shift key until the popup disappears and the flash screen appears.

If that doesnt work, try renaming the random events folder to something else eg random eventsv1_2, then activate it when you get in game.
 
Sounds like a heaps good mod. but haven't had time to try it yet. so a few questions.

firstly what does the olympics do? and shouldnt the start be triggered by something, like a great wonder, or 5 coloseums or something, rather than having it begin with the game?

and how do i turn off certain things, or tweak at the probabilities/frequencies?

and i think that a 1/400 chance of meteor would be good, with the meteor being a small one, and acts like a randomly landing ICBM.

and a cyclone would be good. it would be like a mix of locus and small earthquake (it moves and effects only the square its immediately over.)
the length of it path should be determined by the size of the map. but say on a small map it moves 6 squares before dissapating, then it should start 3 squares off shore, and then move inland. or somethin like that.


anyway, great mod, i'll try it the moment i can.
 
DeathCyclops said:
about how many volcanoes are there at the start of the game?

There is a constant in the \Mods\Random Events\Assets\python\RandomEventsConstants file which controls the approx density of volcanos.

Basically the mod, uses that density to determine how many volcanos it should try to add. The default is 1 per 100 squares in the game. Though there may not be that many in the game. The mod then tries up to 100 random squares to find a mountain to add the volcano to. If it doesn't find a mountain in 100 tries, then it just skips that volcano creation, and tries to create the next volcano.

There is also a chance that non-volcano mountains may become a volcano mid-game. That is also controlled by constants in the constants file.
 
DireAussie said:
The camera should be centering on the earthquake, and it also flashes the mini-map. All damage is reported to the quick messages on the top left of the screen. At this stage the player will get all information about an earthquake regardless of whether it is in their territory or not.

You might want to look at what I did for the volcanos. I made it so that it only tells you about it, if the player can see it.

Basically use: plot.isVisibleToWatchingHuman()

I'm not sure that that would work for multiplayer, but since you disabled that for the mod already, this will work for now.
 
You might want to look at what I did for the volcanos. I made it so that it only tells you about it, if the player can see it.

Basically use: plot.isVisibleToWatchingHuman()

Yeah, I used that for the new droughts and fertility. I might change it so it does it for earthquakes too.

Basically the mod, uses that density to determine how many volcanos it should try to add. The default is 1 per 100 squares in the game. Though there may not be that many in the game. The mod then tries up to 100 random squares to find a mountain to add the volcano to. If it doesn't find a mountain in 100 tries, then it just skips that volcano creation, and tries to create the next volcano.

When I put your code into my mod I made a few changes to the way this works. Now instead of searching randomly for squares, it builds a list of plots that have peaks. Then it picks out from this list at random when creating volcanos. I also put in code so that it doesnt overwrite an existing volcano.

IIRC, Number of volcanos at the start = random number between 0 and (square root of (length of map * height of map) / 20) + 1

on a duel you'll get 1-2 volcanoes, on a standard map 1-5, huge map probably 1-8 or something like that. Volcanos can be created while playing too.

firstly what does the olympics do?

increase total culture by 10%
adds current amount of trade to your total gold reserves
increases population by 1

and how do i turn off certain things, or tweak at the probabilities/frequencies?

All in the the RandomEventsConstants.py file.
 
DeathCyclops said:
Am I able to see volcanoes in World Builder?(the ones created at start of game.... because I play large maps and I dont see any volcanoes...)

Assuming that that hasn't changed since DireAussie's modifications of my code. Then yes, volcanos should show up with a name over their peak in the world builder.
 
DireAussie, maybe you should include all the texts of the mod in a single file for an easy translation to other languages.
 
I just wanted to thank you for the great mod.
It definitely adds some change to my games, and now that there are only a few volcanoes they're a good addition (not to mention that the names actually add some character to them.).

Only thing I would like to change in this is that I would like to have volcanoes of different strength (a random amount of bigger volcanoes that affect a larger area).

Can't wait for any other events you might add... Keep up the good work! :goodjob:
 
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