• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

Who else really really hates random events?

I like them becuase they lower the bore of the peace times where for several turns it is only a matter of build this and that thinking how these constructed items can be used against your enemies,directly or indirectly.
 
Here is one example of what I was saying:..... Click here
It happened to a SG team member..... Turn 37, 4 barb archers , player caught with pants down building 1st settler. Not fun....
 
Don't get caught with your pants down.

Unless you beeline archery and build at least 2 archers right away (and keep them defending your capital and not scouting around), or has copper hooked to your capital by river at the very beginning, nobody can handle 4 archers after only 37 turns.

This is one of the few things I'll pull out the world builder. Afterall, this is just a game.
 
If anything, just extend the no events period for the uprisings only.

The problem is not the grace period..... it is the fact that the barb events can be triggered after the unit enabling tech is discovered by one civ ( BW for the axes, HBR for the HA , IW for the swords and Archery for the archer ), combined with the fact that in higher levels ( link I gave was in Emperor ) the AI receives Archery out of the bat.... That makes the barb archer uprising able to appear earlier than I suppose it was meant to and far earlier than the other barb uprises. Not sure what is the better solution for this particular problem ( that looks like a uninteded feature ). Maybe enabling it only after human research Archery ( gives a cheesy turnaround: I've made some games that I only got archery from the internet :eek: ) or extending this particular event grace period, at least in levels in which AI receives Archery ( not easy to implement, I suppose...)
 
The problem is not the grace period..... it is the fact that the barb events can be triggered after the unit enabling tech is discovered by one civ ( BW for the axes, HBR for the HA , IW for the swords and Archery for the archer ), combined with the fact that in higher levels ( link I gave was in Emperor ) the AI receives Archery out of the bat.... That makes the barb archer uprising able to appear earlier than I suppose it was meant to and far earlier than the other barb uprises. Not sure what is the better solution for this particular problem ( that looks like a uninteded feature ). Maybe enabling it only after human research Archery ( gives a cheesy turnaround: I've made some games that I only got archery from the internet :eek: ) or extending this particular event grace period, at least in levels in which AI receives Archery ( not easy to implement, I suppose...)
The easiest way would be to add another check for a tech the AI usually goes for but does not receive for free or pop from a hut, i.e. either Meditation or Polytheism or even better monotheism - while this is not within the theme of the techs used it would delay the uprising a tad but not too much - that is if one agrees with the fact that only one civ needs to know this. Another possibility would be to check whether the barb civ knows it, though that would change more for the later uprisings than for archery since the barb research for a tech depends on the number of civs knowing it and archery is known by all but one.
 
I like them, but the hurricanes early one are kind of mean. It's okay when it destroys a granary, but when it destroys a library when you're running an early SE or a Forge when you're building The Colussus, it really ruins the fun.

I love the small ones though, like an early Tin bonus or the master blacksmith.
 
@ ori

The best way would be that the AI would not need to start with Archery.... but that is asking too much of the today's AI :(

I like the other tech check idea: AI tends to beeline religious techs as a mad man, so a religious tech or one in a way for a religion ( like masonry ) could work. But seems so forced.....
 
@ ori

The best way would be that the AI would not need to start with Archery.... but that is asking too much of the today's AI :(

I like the other tech check idea: AI tends to beeline religious techs as a mad man, so a religious tech or one in a way for a religion ( like masonry ) could work. But seems so forced.....
I agree about the forced thing, the problem with the archery uprising is that there is no easy way to make it appear just at the right time (i.e. it is still a threat but not game breaking in every instance) since once everyone has mounted or metal units they are just easy prey. Maybe taking that event out or moving it up to a longbow or crossbow uprising sometime later would be the best way to deal with it though :devil:
 
Oh, is there a log of the random events? I got a quest and, for once, I thought I actually completed it, but it seems it had expired or already been filled. I'm sure I missed a message on it, but where would I go to see the message archived?
 
It's in the top left...there is a button beneath your gold. There is an Events Log, Combat Log, and Quest Log in box it brings up.
 
The problem is not the grace period..... it is the fact that the barb events can be triggered after the unit enabling tech is discovered by one civ ( BW for the axes, HBR for the HA , IW for the swords and Archery for the archer ), combined with the fact that in higher levels ( link I gave was in Emperor ) the AI receives Archery out of the bat.... That makes the barb archer uprising able to appear earlier than I suppose it was meant to and far earlier than the other barb uprises. Not sure what is the better solution for this particular problem ( that looks like a uninteded feature ). Maybe enabling it only after human research Archery ( gives a cheesy turnaround: I've made some games that I only got archery from the internet :eek: ) or extending this particular event grace period, at least in levels in which AI receives Archery ( not easy to implement, I suppose...)

What I meant was give the Barb uprisings an additional check making sure they dont occur before turn 30 (Archers), turn 40 (spearmen), turn 50 (Axemen) and turn 60 (Horse Archers/Swordsmen). That give them the potential to still cause mass panic, but are able to be countered. Of course, if you're playing Marathon it still won't be balanced but balance clearly wasn't intended for Marathon in the first place.
 
Funny
I always just get slave revolts and good hunting seasons and my Ai's keep getting tsunami's
 
Is this the city-destroying tsunami or the less brutal variant they went with in the game?

I don't think the events are biased. I've had a few bad ones every game, but so does the AI. And the AI gets a few good ones too, just like me. Humans have an extraordinary capacity for ignoring the trend in favor of the exception, and I would suggest that is what is going on here.
 
Is this the city-destroying tsunami or the less brutal variant they went with in the game?

I don't think the events are biased. I've had a few bad ones every game, but so does the AI. And the AI gets a few good ones too, just like me. Humans have an extraordinary capacity for ignoring the trend in favor of the exception, and I would suggest that is what is going on here.
Hurricanes and tornadoes which can destroy buildings but not whole cities are in the game, Tsunami (which can wipe out small cities and reduce big cities to small ones) is in the code but disabled by default so you have to mod it in - but the mechanics of wiping out cities by random events is coded so modders have it easier to create havoc :devil:
 
I really like the random events. They add that measure of unpredictability to the game - you never know what's going to happen. I haven't noticed them being biased at all. You get some good ones and some bad ones - the AI does too.
 
today, i love random events!

thankyoubarbs.jpg


i think for once i'll axe-rush an enemy capital. seems a lot less scary when the enemy is the barbs *giggle*
 
Back
Top Bottom