Random Events

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.

I just looked at the silkworm event, it runs just fine, text and all :dunno:
 
Maybe this is just the SVN release I've got running at the moment, but currently the volcano events seem to alter terrain backwards? The eruption events leave behind a dormant volcano tile, while the 'volcano has gone dormant' event leaves behind an active volcano tile?
 
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 :dubious:
 
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 :dubious:

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).
 
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).

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 :) :mad: to the chicken coop instead of the city.

I edited the music of gods event to now give +1 :culture:/turn to minor/major league stadium, speedtrack and fair grounds for a cost of 500 :gold: as second choice and to give +2 :culture:/turn, +1:) and -5:gold:/turn to these buildings at a cost of 500 :gold: as the third choice.
 
While it is possible and easy to do it will break scenarios so such a change needs to go into each map script instead.
placeC2CBonuses at the end of CvMapGeneratorUtil.py is called after generation on all C2C map scripts. So such code could be put in there.
 
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 :) :mad: to the chicken coop instead of the city.

I edited the music of gods event to now give +1 :culture:/turn to minor/major league stadium, speedtrack and fair grounds for a cost of 500 :gold: as second choice and to give +2 :culture:/turn, +1:) and -5:gold:/turn to these buildings at a cost of 500 :gold: as the third choice.

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.
 
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.

:gripe: logic doesn't count :gripe: ;)
well, since Koshling insisted, I changed the text for both the improvement destruction and the resource discovery...

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...
 
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...

Now i really like this change, nice touch.;)
 
<iPercentGamesActive>0</iPercentGamesActive> is set for volcano events trigger, doesn't that disable the stuff?

Also, how to raise up total events frequency?
 
Always wanted one of these, now I have and more. Thanks.

you are welcome :)

@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.

will need to look through them (its 300+ events, so it may need a bit of time ;))

<iPercentGamesActive>0</iPercentGamesActive> is set for volcano events trigger, doesn't that disable the stuff?

Also, how to raise up total events frequency?

that is for the original volcano event - I disabled it when I introduced mine. My events are in assets/modules/ori/ .
As for increasing frequency: you have two ways of doing that:
if you want to do so for the whole game you need to decrease this number in GlobalDefines.xml:
Code:
<Define>
		<DefineName>EVENT_PROBABILITY_ROLL_SIDES</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
</Define>
the 100 means that the EventChance defined per Era is x out of 100 per turn.
If you want to increase it by era you need to go to \gameinfo\civ4erainfos.xml and change this setting for each era:
Code:
<iEventChancePerTurn>3</iEventChancePerTurn>
 
Back
Top Bottom