Random Events

it's not that, I had that happen to a lone hunter, but he could get out
maybe it needs a military unit?
 
Heh. Well I was joking anyway. Cooperation ya know, requires more than one person to do... :D

Cheers
 
Unless it requires more than one unit on tile? *laugh*

Cheers

This is not a bad idea. But its probably much to hard to code.

Note if someone has a better idea for the 2nd option I wold like to hear it. All I could think of when it was proposed was "Cooperation" since there is not "get out of quicksand" tech. Though it might be fun to have it require rope resource. LOL (if that is even possible).
 
I have question about event "Wild Herds" which settles Horse/Deer/Bison resource.
It happens very frequently. I had one with horses placed in the city and three with deers in city vicinity. The Korean AI had five horses resource placed by this.
In v18 I had only two events through the whole game.
It is intended or is something wrong with spawning event?
 
it should not be very frequently - though there may be few other events possible at certain stages of the game, I do not think the events themselves are bugged (there is no good reason why they should be codewise).
Note everyone interested: I am currently trying to implement some Crime events as well as the internet events, but two things are seriously slowing me down:
New obligations pertaining to the two new tags under my username :mischief: and a job that decided to send me travelling / raising funds quite a bit for the next few weeks and I'll tend to not have much Internet connection or indeed computer access for part of that time :(
So I cannot promise when I'll finish with them (I hope to make some slow progress in the nxt few days, but please don't hold me to it...).
 
I have question about event "Wild Herds" which settles Horse/Deer/Bison resource.
It happens very frequently. I had one with horses placed in the city and three with deers in city vicinity. The Korean AI had five horses resource placed by this.
In v18 I had only two events through the whole game.
It is intended or is something wrong with spawning event?

I have seen this also. Every now and then it seams to gt stuck and put 3 or more in a row. But that is probability for you. ;)
 
:wavey:

I am still around, but have been unable to do any coding (or playing) since November :sad:
That said, I am still trying to get some chance to add more stuff soon (though I just cannot say what that means right now since RL is keeping me really busy at the moment). I will get to it though.

Have a Happy New Year all :)
 
On a related note:

How do you create random events? I could think of a few...
 
Five1.jpg


Looking at a Let's Play game I noticed that one of the new events was missing its picture. it should probably be fixed.
 
@Ori, I don't know if I have asked you this but can you change the locust event to also spawn some locusts on the plot.

The event(s) should be era specific and require Agriculture (tech) there are swarms for each era. I would suggest 2-4 swarms be released by the event.

Prehistoric to Classic unit UNITCLASS_LOCUST_SMALL_SWARM
Medieval UNITCLASS_LOCUST
Renaissance UNITCLASS_LOCUST_LARGE_SWARM
Industrial+ UNITCLASS_LOCUST_HUGE_SWARM

Would it also be possible to have a similar Rat Plague event? Or is there already one? I have not made the units yet.
 
:bump:

I was just looking through the InterfaceRandomEvents.py and found this:

Spoiler :
Code:
if map.getWorldSize() == gc.getInfoTypeForString("WORLDSIZE_DUEL"):
    iNumUnits1 = 2
    iNumUnits2 = 1
  elif map.getWorldSize() == gc.getInfoTypeForString("WORLDSIZE_TINY"):
    iNumUnits1 = 3
    iNumUnits2 = 1
  elif map.getWorldSize() == gc.getInfoTypeForString("WORLDSIZE_SMALL"):
    iNumUnits1 = 4
    iNumUnits2 = 1
  elif map.getWorldSize() == gc.getInfoTypeForString("WORLDSIZE_STANDARD"):
    iNumUnits1 = 5
    iNumUnits2 = 1
  elif map.getWorldSize() == gc.getInfoTypeForString("WORLDSIZE_LARGE"):

I wonder if this is the reason why some events are not happening, no world size for any map larger than LARGE:eek::confused:
 
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