Added droughts and fertility. Also fixed a rare bug with a big earthquake where it could delete improvements on plots which were a fair distance from the source of the earthquake. Sorry for the short time between updates - you guys probably havent had much chance to play volcanoes and earthquakes yet. No more updates for a week or two now
Civilization 4 Random Events Mod V1.3 By David Fidge email@example.com IMPORTANT NOTE - Since version 1.3 adds new sounds and a bonus resource, it is incompatible with previous save games. Unfortunately there is no way around this. Features: - Olympic Games. This will happen every 35 turns during the ancient era and every 15 turns after any civ researches Railroad. For a city to be eligible to host the games it must be size 10 or greater and have a colosseum - Locust Swarm. There will be a chance (1 in 15 every 20 turns) that a locust swarm gathers on the western coast of any piece of land. The swarm will move eastward, devouring any farm improvements in its path! The swarm will cease to exist when it reaches a body of water (not rivers) or if it reaches a city. - Earthquakes. There is a 1 in 60 chance that an earthquake will appear in the world every turn. Earthquakes have various magnitudes. Small earthquakes have a chance to destroy improvements on a plot of land. Medium earthquakes have a chance to destroy improvements, city buildings and city population on a plot of land. Large earthquakes destroy plot improvements, city population and buildings on a plot of land and all surrounding plots. - Volcanos. A certain amount of Volcanos are created at the start of a new game. There is a 1 in 15 chance of an eruption every 5 turns. Also, there is a small chance of new volcanos being discovered part-way through a game. An eruption causes 1/3 population loss to a city adjacent to a volcano and destroys all improvements and units to adjacent plots. The eruption of a volcano or founding of a volcano is only announced if a player has the origin square within their fog of war, however a label will always be hovering over a volcano even if you haven't explored it yet. - Droughts. No rain and searing weather cause crops to wither. All land squares affected that do not have a bonus resource will produce -1 food for the duration. Droughts last between 6-12 turns and can affect a 5x5 square area to a 11x11 square area. The origin point of droughts is always a desert. The drought is only announced if a player has the square within their fog of war. The player can mouse-over squares to see if a square is "drought-striken" or not. - Fertility. Ideal weather conditions cause a greater yeild of crops. All land squares affected that do not already have a bonus resource will produce +1 food for the duration. Fertility last between 6-12 turns and can affect a 5x5 square area to a 11x11 square area. The origin point of fertility is always grassland. Fertility is only announced if a player has the origin square within their fog of war. The player can mouse-over squares to see if a square is "Fertile" or not. Installation: - if you have a previous version installed, it is recommended that you delete the mod folder (usually located at c:\program files\sid meier's civilization 4\mods\random events). It is not critical that you do this, but some files may not be needed anymore in the new version of the mod so you'll save disk space. - Unzip all contents of the file to your civ 4 mods directory, which is usually located at "c:\program files\sid meier's civilization 4\mods". Answer 'yes' if prompted to overwrite files - When Civ 4 loads up, go to "Advanced" and then "Load a mod" - Click on the Random Events mod and click OK at the bottom right of the screen. The mod will now load If you want the mod to load automatically when you start the game instead of having to go through the menu screens each time then: - open the "civilizationIV.ini" file located in your "my documents\mygames\sid meier's civilization 4" directory - change the following line: Mod = 0 To: Mod = Mods\Random Events Frequently Asked Questions: Q: I had a previous version and the new version doesnt seem to play the new events A: Try clearing out the cache. Do this by holding down shift as soon as you start civ 4, up until the movie or main menu shows. If that doesnt work, try renaming the Random Events folder to something different and then activating the mod inside civ 4. Q: Is the mod compatible with existing saved games? A: Since version 1.3 adds new sounds and a new bonus resource, it is incompatible with previous save games. Unfortunately there is no way around this. Q: I want to adjust the frequency of events A: Open the RandomEventsConstants.py file. This is the easiest way to edit how the mod works. Q: I want to disable an event A: Open the RandomEventsConstants.py file. Change the ENABLE flag to false for the particular event you do not want. Q: Can I disable events I dont like half way through a saved game? A: Yes. Save your game, exit civ 4, disable the event then reload the game. It is best you do this while the event isnt running otherwise landmark labels and bonus resources will not be removed properly. Possible/Known Bugs: - if an earthquake occurs on a city and a building is destroyed and it has no buildings to build on the build queue then you may not be able to build anything in that city. Only happens for the human. It looks like a bug in Firaxis's main interface code as my mod shouldnt cause this to happen. If in the unlikely event this happens to you then simply save your game and reload it. Please report any other bugs found on the forums or to me via email at firstname.lastname@example.org Version History: V1.3 - added droughts event - added fertility event - fixed a bug which would cause a very large earthquake to destroy plot improvements on squares far away V1.2 - added volcanos event. Credits - Andrew Coates - removed some constants that can be obtained through a CyGlobalContext function V1.1 - added earthquakes event - removed the popup code and put in revised screen code for the random events popup screens - users can now press the numeric enter or return key to dismiss popups (due to new screen code) - popups and sounds no longer overlap if two events occur at once (due to new screen code) - new modern olympics graphic - save games from previous versions can now be loaded in V1.0 - Overhauled the mod so that it is now a loadable mod in-game (where it belongs) rather than residing in the customassets directory. - Re-structured the files. The code is now much more modular, easier to add new features and disable/enable events - Added roman numerals to olympics random event popup - replaced screen code with popup code in PyPopup as having 2 or more showScreen requests coming up at once causes screens to override each other and important screens like tech just researched to disappear completely. Popups arent as customisable unfortunately so it will have to stay like this until Firaxis (hopefully) fixes their screens code. - introduced saving and loading of variables - Added locust swarm event V0.1 - Initial release. Olympics random event only Credits: Rufus T. Firefly - graphic for modern olympics Andrew Coates - code for the volcano event
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