Hydromancerx
C2C Modder
I still think the volcano events are one of the most impressive features of C2C. Great job! 

Any chance we could get something (on game start Python?) to add the initial food bonuses for volcanos that are active at game start?
Another issue emerged tonight. We got a problem with an event that came up as soon as we got cubism (not sure if that had anything to do with it) but it created a huge string of errors. Sorry... didn't keep the savegame to share as we just pushed through it since it wasn't going to stop our gameplay.
Also, the silkworm event has no text.
Now the volcanoes dont even show up?
If volcano event occurs on rival territory and some improvements are destroyed, it anyways says "Your farm/mine/etc. is destoyed!" like it's my territory![]()
will need to look at which player it calls for the text (I did not change that from the original volcano event and that could only happen on your territory).
placeC2CBonuses at the end of CvMapGeneratorUtil.py is called after generation on all C2C map scripts. So such code could be put in there.While it is possible and easy to do it will break scenarios so such a change needs to go into each map script instead.
Those are standard civ4 text - now I could make new ones, but then would lose the text for languages other than english, not sure its worth it, will see...
I edited the cock fights event to give the![]()
to the chicken coop instead of the city.
I edited the music of gods event to now give +1/turn to minor/major league stadium, speedtrack and fair grounds for a cost of 500
as second choice and to give +2
/turn, +1
and -5
/turn to these buildings at a cost of 500
as the third choice.
placeC2CBonuses at the end of CvMapGeneratorUtil.py is called after generation on all C2C map scripts. So such code could be put in there.
Lots of Civ4 original texts have been replaced, and there are a TON of ROM/AND/C2C defined texts in the game (the MAJORITY of buildings, all goods, most resources, etc.) so worrying about translations is fairly pointless IMO at this juncture.
Also: changed the game (deer) migration event as follows:
now requires knowledge of scavenging tech (I hate having resources discovered that you cannot actually see)
now occurs in more games (active in 50% changed to 90%)
reduced likelihood (iweight down from 100 to 50)
now can recur
added more migration events (all the same prereqs and settings as the deer one):
horse migration (expires at equine domestication) on grass or plains
elephant migration on savanna or jungle
bison migration on plains
camel migration on dunes or desert
mammoth migration (expires at megafauna domestication) on permafrost, snow or tundra
changed the herbs event to require herbalism tech
will update the top of this thread when I have time to take screenshots...
bison migration on plains
Always wanted one of these, now I have and more. Thanks.
@ori
What are all the existing fire and crime related events currently in the game? Now that the crime and flammability values are being put in I want to know what we have already to work with and then go from there if we need more types of events to be triggered by buildings.
<iPercentGamesActive>0</iPercentGamesActive> is set for volcano events trigger, doesn't that disable the stuff?
Also, how to raise up total events frequency?
<Define>
<DefineName>EVENT_PROBABILITY_ROLL_SIDES</DefineName>
<iDefineIntVal>100</iDefineIntVal>
</Define>
<iEventChancePerTurn>3</iEventChancePerTurn>