Suggestions are very welcome indeedIf I may make some suggestions:
- A Disaster Aid Proposal for World Congress.
- Put in a pollution mechanic which can effect what disasters happen.
- Have joke disasters that are highly unlikely to occur.
Yep, thanks. Nothing good every comes from writing text tags after 2 AM.I think it is spelled "tsunami"
Typos fixed, thanks.Huzzah! If Piety is enabled, it'd be nice if the Events had a higher chance of occurring when you had low Piety. If so, I can help to code in that sort of thing.
Some typos that may have already been fixed:
"evacuade" should be "evacuate"
"Fishermen off the coast of Delhi has" should be "have"
"Loose," in the outcomes, should be "Lose"
Do you think you'd include these events as World Event notifications?
Will these disasters actually be able to effect the terrain, I mean, I have no idea if it is even possible coding-wise but it would be cool if some of the events lead to the loss of tiles and whatnot.
Coastal Erosion in particular I guess, but it's possible that this would just be too frustrating to deal with and actually code. In any case, this should go a long way towards making civ maps feel more dynamic.
Possible, yes. Technically. However it wouldn't work graphically.
I won't be touching anything regarding changing terrains. As DoctorMcGann mentions, the graphics doesn't update until after an eventual game restart, so it's not really worth doing, and it will only create confusion for the player if a tile displayed as land is actually, suddenly a water tile. So maybe coastal erosion will have to get scrapped from the list of disasters. Don't know yet.I've seen the Global Warming mod change the terrain of tiles, but not as extreme as water to land and back.
Indeed this is doable and is already planned, to some degree at least, even if it'll benefit the Dutch (and CL's upcoming Calusa, which iirc will also have some use of marshes) greatly.You could maybe convert some coastal tiles to marshes instead of changing land tiles into coast, though that may not be too much of a hassle for the Dutch
The Disaster Aid Proposal is something I most definitely want to add as a Decision, though right now I'm focusing on just getting the Events done.
Joke disasters(?) sounds kind of wrong in my ears , but yeah, adding some kind of freak disaster with a very low chance of occurrence would be fun. I wonder what though...
You're probably right - for now, I'll just focus on the events, though.I still feel it should be a World Congress Proposal. Whenever a disaster happens, get (50*# of civilizations) gold.
Probably not alien invasions, but yeah, somethingI was thinking an alien invasion disaster or something else ridiculous.
That's a good idea. I do have some ideas for positive effects for some of the events, but hadn't thought of anything for Volcanoes. Thanks.Awesome, great work Glad to see a natural disaster mod finally!
One thing I've been mulling over when considering a similar project of my own is to have some with good effects too. Like if a volcano erupts, it'll destroy or pillage surrounding improvements, but because of the ash the tiles around it are more fertile and provide more food. This way you've got incentive to settle in the way of a potential disaster, instead of simply avoiding them like the plague.
This has been changedAlso, just a minor thing from your example screenshot - there's no way you'd be able to build any barricades in time for a tsunami, I think it'd be okay to just have the evacuate option (or even a selfish ruler one where he takes his gold instead of alerting the citizens)
You're probably right - for now, I'll just focus on the events, though.
Probably not alien invasions, but yeah, something
That's a good idea. I do have some ideas for positive effects for some of the events, but hadn't thought of anything for Volcanoes. Thanks.
This has been changed
I've been making a lot of progress these last few days, but most of it is behind-the-scene stuff, such as calculating the damage of the disaster, defense of the city, etc..
I'd love to hear your opinions on some of the mechanisms I've included/will include. And if you're feeling crazily brave and just looove bugs, here's a download link (this version only includes the tsunami disaster!)
- The disasters are the following: earthquake, tsunami, volcanic eruption, wildfire, limnic eruption, hurricane, tornado, blizzard, avalanche, meteor impact.
- Each type of disaster can occur twice per era (could be scaled by number of players and map size).
- The strength of the disaster is either minor, moderate, major or extreme.
- Less than 10% of all disasters will be of extreme strength.
- Some disasters affect only cities (tsunamis, blizzards,...)
- Some disasters affect only improvements and/or units (wildfires, avalanches, tornadoes, volcanic eruptions,...)
- Some disasters can affect both cities and improvements and/or units (earthquakes, hurricanes, meteor impacts,...)
- Disasters affecting cities will always create chaos (resistance) for a number of turns depending on what option you choose in the event popup.
- The number of turns of chaos (resistance) can be lowered/removed if you have a combat unit garrisoned in the city (see screenshots).
- The damage dealt by disasters affection cities can be reduced by having specific buildings in that city. (I'd very much like suggestions here!!)
Screenshots in the spoiler, and then, that's it for now I guess.
Arhh, all that grammar - it makes my head hurt (Give me some math instead!! )Yiss. Save the noblemen. Don't know what the women are for, but ok The grammar is a bit confusing though; shouldn't it be: "Evacuate the Noblemen and women - let the commoners fend for themselves!"
Also, another typo: "desctuction" in the flavour text.
Yeah, I thought marking disaster tiles would be a neat idea - in this very moment I trying to expand on the idea by having the icon text read something like "DisasterType, gameYear, livesClaimed" - not sure the detail is really worth the work though.Tsunami epicenter icon is a nice touch! Would it be wise to sail a Great Admiral there?