I've been trying to make this event but every time it triggers the game crashes. It seems to be a problem with the additional event (EGYPTIAN_4) because it works when I take that out, but I don't know what I'm doing wrong.
The trigger:
The three choices:
The additional event:
Can anybody see anything wrong? You'll have to change the religion to something else if you're going to try it out yourself, but I think the rest of it should work (or not, as the case may be).
The trigger:
Code:
<EventTriggerInfo>
<Type>EVENTTRIGGER_EGYPTIAN</Type>
<WorldNewsTexts>
<Text>The fabled Book of Thoth is rumored to have fallen into %s1_civ_adjective hands.</Text>
</WorldNewsTexts>
<TriggerTexts>
<TriggerText>
<Text>You have discovered the fabled Book of Thoth!</Text>
<Era>NONE</Era>
</TriggerText>
</TriggerTexts>
<bSinglePlayer>0</bSinglePlayer>
<iPercentGamesActive>100</iPercentGamesActive>
<iWeight>-1</iWeight>
<bProbabilityUnitMultiply>0</bProbabilityUnitMultiply>
<bProbabilityBuildingMultiply>0</bProbabilityBuildingMultiply>
<Civic>NONE</Civic>
<iMinTreasury>0</iMinTreasury>
<iMinPopulation>0</iMinPopulation>
<iMaxPopulation>0</iMaxPopulation>
<iMinMapLandmass>0</iMinMapLandmass>
<iMinOurLandmass>0</iMinOurLandmass>
<iMaxOurLandmass>-1</iMaxOurLandmass>
<MinDifficulty>NONE</MinDifficulty>
<iAngry>0</iAngry>
<iUnhealthy>0</iUnhealthy>
<UnitsRequired/>
<iNumUnits>0</iNumUnits>
<iNumUnitsGlobal>0</iNumUnitsGlobal>
<iUnitDamagedWeight>0</iUnitDamagedWeight>
<iUnitDistanceWeight>0</iUnitDistanceWeight>
<iUnitExperienceWeight>0</iUnitExperienceWeight>
<bUnitsOnPlot>0</bUnitsOnPlot>
<BuildingsRequired/>
<iNumBuildings>0</iNumBuildings>
<iNumBuildingsGlobal>0</iNumBuildingsGlobal>
<iNumPlotsRequired>0</iNumPlotsRequired>
<bOwnPlot>0</bOwnPlot>
<iPlotType>-1</iPlotType>
<FeaturesRequired/>
<TerrainsRequired/>
<ImprovementsRequired/>
<BonusesRequired/>
<RoutesRequired/>
<ReligionsRequired>
<ReligionType>RELIGION_EGYPTIAN</ReligionType>
</ReligionsRequired>
<iNumReligions>1</iNumReligions>
<CorporationsRequired/>
<iNumCorporations>0</iNumCorporations>
<bPickReligion>1</bPickReligion>
<bStateReligion>1</bStateReligion>
<bHolyCity>0</bHolyCity>
<bPickCorporation>0</bPickCorporation>
<bHeadquarters>0</bHeadquarters>
<Events>
<Event>EVENT_EGYPTIAN_1</Event>
<Event>EVENT_EGYPTIAN_2</Event>
<Event>EVENT_EGYPTIAN_3</Event>
</Events>
<PrereqEvents/>
<bPrereqEventPlot>0</bPrereqEventPlot>
<OrPreReqs/>
<AndPreReqs/>
<ObsoleteTechs/>
<bRecurring>0</bRecurring>
<bTeam>0</bTeam>
<bGlobal>0</bGlobal>
<bPickPlayer>0</bPickPlayer>
<bOtherPlayerWar>0</bOtherPlayerWar>
<bOtherPlayerHasReligion>0</bOtherPlayerHasReligion>
<bOtherPlayerHasOtherReligion>0</bOtherPlayerHasOtherReligion>
<bOtherPlayerAI>0</bOtherPlayerAI>
<iOtherPlayerShareBorders>0</iOtherPlayerShareBorders>
<OtherPlayerHasTech>NONE</OtherPlayerHasTech>
<bPickCity>0</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bShowPlot>0</bShowPlot>
<iCityFoodWeight>0</iCityFoodWeight>
<PythonCanDo/>
<PythonCanDoCity/>
<PythonCanDoUnit/>
<PythonCallback/>
</EventTriggerInfo>
The three choices:
Code:
<EventInfo>
<Type>EVENT_EGYPTIAN_1</Type>
<Description>The secrets of this book are not worth the wrath of the gods. Return it to where it was found.</Description>
<LocalInfoText/>
<WorldNewsTexts/>
<OtherPlayerPopup/>
<QuestFailText/>
<bQuest>0</bQuest>
<bGlobal>0</bGlobal>
<bTeam>0</bTeam>
<bPickCity>0</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bDeclareWar>0</bDeclareWar>
<iGold>0</iGold>
<bGoldToPlayer>0</bGoldToPlayer>
<iRandomGold>0</iRandomGold>
<iCulture>0</iCulture>
<iEspionagePoints>0</iEspionagePoints>
<bGoldenAge>0</bGoldenAge>
<iFreeUnitSupport>0</iFreeUnitSupport>
<iInflationMod>0</iInflationMod>
<iSpaceProductionMod>0</iSpaceProductionMod>
<Tech>NONE</Tech>
<TechFlavors/>
<iTechPercent>0</iTechPercent>
<iTechCostPercent>0</iTechCostPercent>
<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
<PrereqTech>NONE</PrereqTech>
<UnitClass>NONE</UnitClass>
<iNumFreeUnits>0</iNumFreeUnits>
<bDisbandUnit>0</bDisbandUnit>
<iUnitExperience>0</iUnitExperience>
<iUnitImmobileTurns>0</iUnitImmobileTurns>
<UnitPromotion/>
<UnitName/>
<UnitCombatPromotions/>
<UnitClassPromotions/>
<BuildingClass>NONE</BuildingClass>
<iBuildingChange>0</iBuildingChange>
<BuildingExtraYields/>
<BuildingExtraCommerces/>
<BuildingExtraHappies/>
<BuildingExtraHealths/>
<iHappy>0</iHappy>
<iHealth>0</iHealth>
<iHurryAnger>0</iHurryAnger>
<iHappyTurns>0</iHappyTurns>
<iRevoltTurns>0</iRevoltTurns>
<iMinPillage>0</iMinPillage>
<iMaxPillage>0</iMaxPillage>
<iFood>0</iFood>
<iFoodPercent>0</iFoodPercent>
<FreeSpecialistCounts/>
<FeatureType>NONE</FeatureType>
<iFeatureChange>0</iFeatureChange>
<ImprovementType>NONE</ImprovementType>
<iImprovementChange>0</iImprovementChange>
<BonusType>NONE</BonusType>
<iBonusChange>0</iBonusChange>
<RouteType>NONE</RouteType>
<iRouteChange>0</iRouteChange>
<BonusRevealed>NONE</BonusRevealed>
<BonusGift>NONE</BonusGift>
<PlotExtraYields/>
<iConvertOwnCities>0</iConvertOwnCities>
<iConvertOtherCities>0</iConvertOtherCities>
<iMaxNumReligions>-1</iMaxNumReligions>
<iOurAttitudeModifier>0</iOurAttitudeModifier>
<iAttitudeModifier>0</iAttitudeModifier>
<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
<iPopulationChange>0</iPopulationChange>
<AdditionalEvents/>
<EventTimes/>
<ClearEvents/>
<PythonCallback/>
<PythonExpireCheck/>
<PythonCanDo/>
<PythonHelp/>
<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
<iAIValue>1000</iAIValue>
</EventInfo>
<EventInfo>
<Type>EVENT_EGYPTIAN_2</Type>
<Description>Use the magic of the book to improve our empire</Description>
<LocalInfoText/>
<WorldNewsTexts/>
<OtherPlayerPopup/>
<QuestFailText/>
<bQuest>0</bQuest>
<bGlobal>0</bGlobal>
<bTeam>0</bTeam>
<bPickCity>0</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bDeclareWar>0</bDeclareWar>
<iGold>50</iGold>
<bGoldToPlayer>0</bGoldToPlayer>
<iRandomGold>0</iRandomGold>
<iCulture>0</iCulture>
<iEspionagePoints>0</iEspionagePoints>
<bGoldenAge>0</bGoldenAge>
<iFreeUnitSupport>0</iFreeUnitSupport>
<iInflationMod>0</iInflationMod>
<iSpaceProductionMod>0</iSpaceProductionMod>
<Tech>NONE</Tech>
<TechFlavors/>
<iTechPercent>0</iTechPercent>
<iTechCostPercent>0</iTechCostPercent>
<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
<PrereqTech>NONE</PrereqTech>
<UnitClass>NONE</UnitClass>
<iNumFreeUnits>0</iNumFreeUnits>
<bDisbandUnit>0</bDisbandUnit>
<iUnitExperience>0</iUnitExperience>
<iUnitImmobileTurns>0</iUnitImmobileTurns>
<UnitPromotion/>
<UnitName/>
<UnitCombatPromotions/>
<UnitClassPromotions/>
<BuildingClass>NONE</BuildingClass>
<iBuildingChange>0</iBuildingChange>
<BuildingExtraYields/>
<BuildingExtraCommerces/>
<BuildingExtraHappies/>
<BuildingExtraHealths/>
<iHappy>1</iHappy>
<iHealth>0</iHealth>
<iHurryAnger>0</iHurryAnger>
<iHappyTurns>0</iHappyTurns>
<iRevoltTurns>0</iRevoltTurns>
<iMinPillage>0</iMinPillage>
<iMaxPillage>0</iMaxPillage>
<iFood>0</iFood>
<iFoodPercent>0</iFoodPercent>
<FreeSpecialistCounts/>
<FeatureType>NONE</FeatureType>
<iFeatureChange>0</iFeatureChange>
<ImprovementType>NONE</ImprovementType>
<iImprovementChange>0</iImprovementChange>
<BonusType>NONE</BonusType>
<iBonusChange>0</iBonusChange>
<RouteType>NONE</RouteType>
<iRouteChange>0</iRouteChange>
<BonusRevealed>NONE</BonusRevealed>
<BonusGift>NONE</BonusGift>
<PlotExtraYields/>
<iConvertOwnCities>0</iConvertOwnCities>
<iConvertOtherCities>0</iConvertOtherCities>
<iMaxNumReligions>-1</iMaxNumReligions>
<iOurAttitudeModifier>0</iOurAttitudeModifier>
<iAttitudeModifier>0</iAttitudeModifier>
<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
<iPopulationChange>0</iPopulationChange>
<AdditionalEvents>
<EventChance>
<Event>EVENT_EGYPTIAN_4</Event>
<iEventChance>50</iEventChance>
</EventChance>
</AdditionalEvents>
<EventTimes/>
<ClearEvents/>
<PythonCallback/>
<PythonExpireCheck/>
<PythonCanDo/>
<PythonHelp/>
<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
<iAIValue>1000</iAIValue>
</EventInfo>
<EventInfo>
<Type>EVENT_EGYPTIAN_3</Type>
<Description>Use the book to research new technologies</Description>
<LocalInfoText/>
<WorldNewsTexts/>
<OtherPlayerPopup/>
<QuestFailText/>
<bQuest>0</bQuest>
<bGlobal>0</bGlobal>
<bTeam>0</bTeam>
<bPickCity>0</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bDeclareWar>0</bDeclareWar>
<iGold>0</iGold>
<bGoldToPlayer>0</bGoldToPlayer>
<iRandomGold>0</iRandomGold>
<iCulture>0</iCulture>
<iEspionagePoints>0</iEspionagePoints>
<bGoldenAge>0</bGoldenAge>
<iFreeUnitSupport>0</iFreeUnitSupport>
<iInflationMod>0</iInflationMod>
<iSpaceProductionMod>0</iSpaceProductionMod>
<Tech>NONE</Tech>
<TechFlavors/>
<iTechPercent>75</iTechPercent>
<iTechCostPercent>0</iTechCostPercent>
<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
<PrereqTech>NONE</PrereqTech>
<UnitClass>NONE</UnitClass>
<iNumFreeUnits>0</iNumFreeUnits>
<bDisbandUnit>0</bDisbandUnit>
<iUnitExperience>0</iUnitExperience>
<iUnitImmobileTurns>0</iUnitImmobileTurns>
<UnitPromotion/>
<UnitName/>
<UnitCombatPromotions/>
<UnitClassPromotions/>
<BuildingClass>NONE</BuildingClass>
<iBuildingChange>0</iBuildingChange>
<BuildingExtraYields/>
<BuildingExtraCommerces/>
<BuildingExtraHappies/>
<BuildingExtraHealths/>
<iHappy>0</iHappy>
<iHealth>0</iHealth>
<iHurryAnger>0</iHurryAnger>
<iHappyTurns>0</iHappyTurns>
<iRevoltTurns>0</iRevoltTurns>
<iMinPillage>0</iMinPillage>
<iMaxPillage>0</iMaxPillage>
<iFood>0</iFood>
<iFoodPercent>0</iFoodPercent>
<FreeSpecialistCounts/>
<FeatureType>NONE</FeatureType>
<iFeatureChange>0</iFeatureChange>
<ImprovementType>NONE</ImprovementType>
<iImprovementChange>0</iImprovementChange>
<BonusType>NONE</BonusType>
<iBonusChange>0</iBonusChange>
<RouteType>NONE</RouteType>
<iRouteChange>0</iRouteChange>
<BonusRevealed>NONE</BonusRevealed>
<BonusGift>NONE</BonusGift>
<PlotExtraYields/>
<iConvertOwnCities>0</iConvertOwnCities>
<iConvertOtherCities>0</iConvertOtherCities>
<iMaxNumReligions>-1</iMaxNumReligions>
<iOurAttitudeModifier>0</iOurAttitudeModifier>
<iAttitudeModifier>0</iAttitudeModifier>
<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
<iPopulationChange>0</iPopulationChange>
<AdditionalEvents>
<EventChance>
<Event>EVENT_EGYPTIAN_4</Event>
<iEventChance>75</iEventChance>
</EventChance>
</AdditionalEvents>
<EventTimes/>
<ClearEvents/>
<PythonCallback/>
<PythonExpireCheck/>
<PythonCanDo/>
<PythonHelp/>
<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
<iAIValue>1000</iAIValue>
</EventInfo>
The additional event:
Code:
<EventInfo>
<Type>EVENT_EGYPTIAN_4</Type>
<Description/>
<LocalInfoText/>
<WorldNewsTexts>
<Text>The god Thoth has taken vengenance on his disrespectful %s1_civ_adjective followers.</Text>
</WorldNewsTexts>
<OtherPlayerPopup/>
<QuestFailText/>
<bQuest>0</bQuest>
<bGlobal>0</bGlobal>
<bTeam>0</bTeam>
<bPickCity>0</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bDeclareWar>0</bDeclareWar>
<iGold>0</iGold>
<bGoldToPlayer>0</bGoldToPlayer>
<iRandomGold>0</iRandomGold>
<iCulture>0</iCulture>
<iEspionagePoints>0</iEspionagePoints>
<bGoldenAge>0</bGoldenAge>
<iFreeUnitSupport>0</iFreeUnitSupport>
<iInflationMod>0</iInflationMod>
<iSpaceProductionMod>0</iSpaceProductionMod>
<Tech>NONE</Tech>
<TechFlavors/>
<iTechPercent>0</iTechPercent>
<iTechCostPercent>0</iTechCostPercent>
<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
<PrereqTech>NONE</PrereqTech>
<UnitClass>NONE</UnitClass>
<iNumFreeUnits>0</iNumFreeUnits>
<bDisbandUnit>0</bDisbandUnit>
<iUnitExperience>0</iUnitExperience>
<iUnitImmobileTurns>0</iUnitImmobileTurns>
<UnitPromotion/>
<UnitName/>
<UnitCombatPromotions/>
<UnitClassPromotions/>
<BuildingClass>NONE</BuildingClass>
<iBuildingChange>0</iBuildingChange>
<BuildingExtraYields/>
<BuildingExtraCommerces/>
<BuildingExtraHappies/>
<BuildingExtraHealths/>
<iHappy>0</iHappy>
<iHealth>0</iHealth>
<iHurryAnger>0</iHurryAnger>
<iHappyTurns>0</iHappyTurns>
<iRevoltTurns>0</iRevoltTurns>
<iMinPillage>0</iMinPillage>
<iMaxPillage>0</iMaxPillage>
<iFood>0</iFood>
<iFoodPercent>0</iFoodPercent>
<FreeSpecialistCounts/>
<FeatureType>NONE</FeatureType>
<iFeatureChange>0</iFeatureChange>
<ImprovementType>NONE</ImprovementType>
<iImprovementChange>0</iImprovementChange>
<BonusType>NONE</BonusType>
<iBonusChange>0</iBonusChange>
<RouteType>NONE</RouteType>
<iRouteChange>0</iRouteChange>
<BonusRevealed>NONE</BonusRevealed>
<BonusGift>NONE</BonusGift>
<PlotExtraYields/>
<iConvertOwnCities>0</iConvertOwnCities>
<iConvertOtherCities>0</iConvertOtherCities>
<iMaxNumReligions>-1</iMaxNumReligions>
<iOurAttitudeModifier>0</iOurAttitudeModifier>
<iAttitudeModifier>0</iAttitudeModifier>
<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
<iPopulationChange>-1</iPopulationChange>
<AdditionalEvents/>
<EventTimes/>
<ClearEvents/>
<PythonCallback/>
<PythonExpireCheck/>
<PythonCanDo/>
<PythonHelp/>
<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
<iAIValue>1000</iAIValue>
</EventInfo>
Can anybody see anything wrong? You'll have to change the religion to something else if you're going to try it out yourself, but I think the rest of it should work (or not, as the case may be).