Random Events

I have no problem with that - but it would mean that it would change looks quite a bit (and remove and forests, jungle, flood plains and other stuff that is done through features). So it would impact the map even more...
Right now setting it up for the first ring randomly would be easy for me - I'd need to figure out how to ensure vicinity in the second ring though :hmm:

Edit: also the features would need to fit in with both volcano features used (or new volcanos added) I guess...

Yeh, feature not ideal due to forest removal. However, on a dormant volcano going extinct why uncondionally remove 1 food? It's pretty easy to check the natural yield of the tile, so why not just reset its yield to its natural yield?

Also, not sure about unit on tile inhibitting dormant->active (probably woerth spending a unit to do if its in a city civinity!). Why not just kill any unit on it when it errupts?
 
dormant and active are both impassable terrain - so the unit thing should not be a problem. Where it is a problem is with units on top of obsidian resources for extinct -> active or for random new volcanos. In these cases I just didn't want to randomly have units killed, especially since random tiles can just explode with the new volcano...
As for tile yield reset: I'll need to check how to do that, I haven't yet found the right function, but that was probably me not looking hard enough ;)

Edit: :hmm: think I found it - will test it now....
 
It's pretty easy to check the natural yield of the tile

trap.gif


calculatenatureyield is decidedly not a nice function :gripe:

well it works, but took me till now to get to run :gripe: Still some txt_keys left, will see if it works out today...

Edit: you gave me an idea there where I got stuck :mischief:
good news is: volcanos now give +1 :food: when they erupt IF they have not already done so, this means that dormant and active volcanos placed by a mapscript will now also gain :food: through their first eruption.
bad news is: my isvisible() check fails when I try to also verify the existance (or non-existance actually) of volcano features. So for now Volcanos will erupt regardless of whether the player can see them.
Lastly I have been trying to figure out how I can detect and kill all units on the volcano plot, but haven't been successful - so for now I'll finish the txt (tomorrow I fear) and release it as it is now, you can still keep a tile from exploding by putting a city or unit on it :mischief:
 
trap.gif


calculatenatureyield is decidedly not a nice function :gripe:

well it works, but took me till now to get to run :gripe: Still some txt_keys left, will see if it works out today...

Edit: you gave me an idea there where I got stuck :mischief:
good news is: volcanos now give +1 :food: when they erupt IF they have not already done so, this means that dormant and active volcanos placed by a mapscript will now also gain :food: through their first eruption.
bad news is: my isvisible() check fails when I try to also verify the existance (or non-existance actually) of volcano features. So for now Volcanos will erupt regardless of whether the player can see them.
Lastly I have been trying to figure out how I can detect and kill all units on the volcano plot, but haven't been successful - so for now I'll finish the txt (tomorrow I fear) and release it as it is now, you can still keep a tile from exploding by putting a city or unit on it :mischief:

In python use something like:-
Code:
	iMaxPlotUnit = pPlot.getNumUnits ()-1 
		for i in xrange(iMaxPlotUnit,-1,-1):
			pPlotUnit = pPlot.getUnit(i)

to get each unit on the plot. I would damage them and move all them to the same random neighbouring plot. There is a function for finding a safe neighbouring plot somewhere.
 
In python use something like:-
Code:
	iMaxPlotUnit = pPlot.getNumUnits ()-1 
		for i in xrange(iMaxPlotUnit,-1,-1):
			pPlotUnit = pPlot.getUnit(i)

to get each unit on the plot. I would damage them and move all them to the same random neighbouring plot. There is a function for finding a safe neighbouring plot somewhere.

thanks, this code for some reason didn't work. However I found a way, now each unit that finds itself on an exploding Volcano finds itself ejected to a neighboring tile if it can move there (and damaged to 10% Health) - if there is no plot to go to: well, people do die in Volcano Eruptions :evil:

When I am done here I'll certainly know python coding :mischief:

Anyhow: still didn't get around to doing the text...
Things still to do apart from that (though they are mostly cosmetic and I'll do them after releasing the volcanos):
on extinction a volcano leaves either obsidian or sulphur and you are told what it is even if you don't know the tech for that yet, this annoys me a bit, but I'll look into that when I get time.
if an eruption kills your unit you are not yet notified of that, not sure if I'll get around adding a text for that soon.
 
one random observation: the core game increases event frequency with every era - C2C does that as well, with two exceptions: prehistoric era has more events than ancient era and galactic era is way below the other future eras. Any objections to bringing that in line?

its currently 3 (prehistoric), 2 (ancient), 4 (classical), 8(medieval), 8 (renaissance), 12 (industrial), 16 (modern), 20 (transhuman), 12 (galactic), 24 (future) (percent chance that any event is triggered per turn)
I would probably do something like
3 (prehistoric), 3 (ancient), 4 (classical), 8(medieval), 8 (renaissance), 12 (industrial), 16 (modern), 20 (transhuman), 20(galactic), 24 (future)

just to compare: BtS does:

1 (ancient), 2 (classical), 4 (medieval), 4 (renaissance), 6 (industrial), 8 (modern), 10 (future)
 
Volcanoes
Spoiler :

All Volcano events are active in 100% of games. They can only occur on visible tiles.

New Volcano: (iWeight: 20):
Any tile that has no city and not bonus resource on it can erupt. Eruption adds an active Volcano to the plot and the plots around it gain 1 :food:, unless they are coast or ocean. Improvements around the Volcano (and on it) are destroyed. Units on the Volcano plot are displaced by 1 plot and damaged to 10% of health, if there is no plot they can move into legally, they are killed. Note: this also can happen in coast and ocean tiles - which adds a land tile then.
eruption_newvolcano.jpg

Extinct Volcano erupts: (iWeight: 80):
Any tile with Obsidian or Sulphur has no city on it can erupt. Eruption adds an active Volcano to the plot, removes the bonus and the plots around it gain 1 :food:, unless they are coast or ocean. Improvements around the Volcano (and on it) are destroyed. Units on the Volcano plot are displaced by 1 plot and damaged to 10% of health, if there is no plot they can move into legally, they are killed. Note: this also can happen in coast and ocean tiles - which adds a land tile then.
eruption_extinctvolcano.jpg

Dormant Volcano erupts: (iWeight: 300):
Any tile with a dormant Volcano (FEATURE_VOLCANO) can erupt. Eruption adds an active Volcano (FEATURE_VOLCANO2). Improvements around the Volcano (and on it) are destroyed. Units on the Volcano plot are displaced by 1 plot and damaged to 10% of health, if there is no plot they can move into legally, they are killed. Note: this also can happen in coast and ocean tiles - which adds a land tile then. If no previous eruption added 1 :food: to the surrounding tiles, this is done now.
eruption_dormantvolcano.jpg

Active Volcano erupts: (iWeight: 1100):
Any tile with an active Volcano can erupt. Improvements around the Volcano (and on it) are destroyed. Units on the Volcano plot are displaced by 1 plot and damaged to 10% of health, if there is no plot they can move into legally, they are killed. Note: this also can happen in coast and ocean tiles - which adds a land tile then. If no previous eruption added 1 :food: to the surrounding tiles, this is done now.
eruption_activevolcano.jpg

Active Volcano goes dormant: (iWeight: 400):
Active Volcano feature is switched to dormant Volcano feature.
volcanogoesdormant.jpg

Dormant Volcano goes extinct: (iWeight: 100):
Dormant Volcano feature is removed, the tile gains a rocky hill and Obsidian or Sulphur. The tiles around them revert to their normal yield, unless they are ocean or coast.
volcanogoesextinct.jpg

The original Volcano event is disabled. Note: this had an iWeight of 100 meaning that now there are 20 times as many chances for Volcano related events (combined iWeight of these events is currently 2000)...
 
added more documentation of events to the top posts (including images).

WOW these are FANTASTIC events, i really like the Sheriff one, since i am a Western (Cowboy) enthusiast.
I just wish there was more unit graphics for Western people out there.
 
WOW these are FANTASTIC events, i really like the Sheriff one, since i am a Western (Cowboy) enthusiast.
I just wish there was more unit graphics for Western people out there.

Indeed. I also like the volcano events. Makes the world seem more alive.

I also should post some more ideas for events. Especially ones that take advantage of all our new buildings, units and terrain.
 
Ohoh, a sentient, shy volcano. Don't look at it or it might get angry.

:yup:


actually the main reason is: I am annoyed by them triggering in black territory all the time. I could set it to isrevealed instead - but I'll first want to see how it works with isvisible...
 
I thought it was "if a husband makes a statement in a forest with no wife to hear him, is he still wrong?"

WOW these are FANTASTIC events, i really like the Sheriff one, since i am a Western (Cowboy) enthusiast.
I just wish there was more unit graphics for Western people out there.

The only problem I have with it is that we can't use sheriff as the upgrade for the ranger even though is was used in history Sheriff of the Vert" where vert = green and means forest.
 
Aww, you cut out the happy bonus for the Music of the Gods thing. And I thought for sure it could apply to more than just theaters and opera houses. What about major and minor league stadiums. Don't we have auditoriums and concert halls?
 
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