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  • #16
    BUMP!

    Ben,

    Any success on geting this in a final working form?????
    Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
    ...aisdhieort...dticcok...

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    • #17
      Oops, I've been away for a few days, and lazy for a few days before that. I will try to get it sorted into a 1st version before August 8th (another holiday) and then let y'all test it for a while.
      Concrete, Abstract, or Squoingy?
      "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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      • #18
        Okay... So I wrote the code for Plagues, pretty much the same as what I'd already done for Mars, with some adjusting for buildings. Problem is, that the function doesn't work. I figured out how far the code gets to with inserting test messages, but so far there has never been a plague. I think there may be some hidden out-of-bounds error, but I can't find it. If anyone wants to look over it, here it is...

        Thanks Peter
        Attached Files
        Concrete, Abstract, or Squoingy?
        "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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        • #19
          It's the CityHasBuilding function. I think it's a leftover from SLIC1; it doesn't go to the BuildingDB like you'd expect. Instead it takes a quoted string argument as in

          Code:
                   if(CityHasBuilding(PlaguedCity, "IMPROVE_AQUEDUCT")){
          	 PPChance = PPChance - 10;
                   }
          Other than that it seems to work fine. This is looking good.

          BTW, you should have got an error message. You sure you've got DebugSlic turned on?

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          • #20
            Yeah, I never turned it off.

            How did you figure out all these syntax things? When to use BuildingDB, when to use " marks , when to use ID_ :brainexplosion:


            1:30 am need sleeeep.

            Thanks.
            Concrete, Abstract, or Squoingy?
            "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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            • #21
              I like the realism and unpredictability that natural disasters would add to the game, so I thought I'd check this out. Disasters got dropped after the original Civilization. Not sure why.

              Ok, with a few minor tweaks I got plagues to work. Thanks to Peter for pointing out the quotes issue with the CityHasBuilding function. I work with that function all the time in my programs, yet I overlooked that error. Doh! *smacks self*

              Looks like the AddHappyTimer has a one-turn delay before taking effect. The death happens right away. I guess it takes some time for the initial shock to wear off when the disaster hits before the misery sets in, so for me that's no biggie.

              It'd be nice if the happiness penalty from the plague showed up in the city's status window. Anybody know if that's possible? (btw, in the AddHappyTimer event line, what does the 14 signify?)

              The only problem I encountered was with the messages not displaying correctly. It showed up in the log, but didn't pop-up on the screen as the code indicated it should. Plus I couldn't even open the message from the log. Maybe there was something I needed to change. Hmmm...

              This looks to be really cool once you get it fully tested. Can't wait for the finished version. Great work, guys!
              "People sit in chairs!" - Bobby Baccalieri

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              • #22
                Hmm, it seems DebugSlic was off. Maybe I was testing Cradle :hmm: I still didn't get an error about the buildings anyway though... Seems to have no major errors in I think, so that is good to know. Just a little problems with the earthquakes to sort out.

                The 14 in that line is the "reason" behind the unhappiness. In this case, 14 is conquest, because unsurprisingly, there is no unused "Natural disaster" reason. I have a list of them somewhere if you want the other "reasons", but none of them show up in the city manager, so there isn't much point.

                If the messages are being weird, try changing them to alertboxes, these should always show.
                Concrete, Abstract, or Squoingy?
                "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

                Comment


                • #23
                  Okey-dokey, I'm going on holiday, and everyone is clamouring for natural disasters. In the game.

                  So here is what I have done so far. The tsunami.slc file is included, but not #included, as it causes some problems. I now get no error messages on start-up, but have and had no time to test it thoroughly, and its all still buggy. As I thought the two weeks could be usefully used by someone else, here are the files. Sorry if they crash your pc or anything, what can I say, I'm on holiday

                  Included new:
                  Plagues + Earthquakes still.
                  Earthquakes now only on mountains.
                  Volcanoes. Affect mountains only.
                  Tsunamis - Doesn't work, but no time to fix.

                  Cya'll in 12 days.

                  Ben
                  Concrete, Abstract, or Squoingy?
                  "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

                  Comment


                  • #24
                    Originally posted by Immortal Wombat
                    Okey-dokey, I'm going on holiday, and everyone is clamouring for natural disasters. In the game.

                    So here is what I have done so far. The tsunami.slc file is included, but not #included, as it causes some problems. I now get no error messages on start-up, but have and had no time to test it thoroughly, and its all still buggy. As I thought the two weeks could be usefully used by someone else, here are the files. Sorry if they crash your pc or anything, what can I say, I'm on holiday

                    Included new:
                    Plagues + Earthquakes still.
                    Earthquakes now only on mountains.
                    Volcanoes. Affect mountains only.
                    Tsunamis - Doesn't work, but no time to fix.

                    Cya'll in 12 days.

                    Ben
                    Attach the files. Like i alredy said i would love to test them.
                    "Kill a man and you are a murder.
                    Kill thousands and you are a conquer.
                    Kill all and you are a God!"
                    -Jean Rostand

                    Comment


                    • #25
                      Thanks Pedrun, I woulda gone of on my vacation and left yuo disappointed.

                      *slaps forehead*

                      Attached Files
                      Concrete, Abstract, or Squoingy?
                      "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

                      Comment


                      • #26
                        I'll try to have a look at them too. But I've been awful tied up for the past few days and I don't know when I'm going to get some spare time. Anyway, have a good holiday!

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                        • #27
                          I just start testing it. I know IW is not here to fix but will keep reporting to when he comes back. My messages may not be so accurate since i started a game with my mod. That way i had to delete some lines "already typed".

                          I wrote the messages in a new document. and imported it through strings.txt.

                          I started the game it did not had mountains close to me settle a city. I settled anyway. At the next turn appeared a message sayng that my medics averted a plague. What was nice because this meant the files were working. But next turn it appeared again. and again. and again. It became to look annoyng. Surprisely after three more turns a message appeared saying that a plague has struck in one of my cities. It still was size one so i cant tell you if the killpop is working(by the way shouldnt i loose the city if it was working?) but the happiness lowered.

                          Some turns after that another message appeared saying that a EarthQuake hit the city of Oporto wich belonged to the portuguses. first thing i did was open the cheat mode and see its status. It was a size one city too but i cant tell you if it was one before the EarthQuake or if it lost pop with quake. But it had three units in it so my guess is that it did not loose any unit(we were still in turn 8) .

                          Overall
                          It seems to be working, but i wanted to suggest that plagues should only occur in size three cities or more to simulate the high density number of people causing the spreading of the plague. And because it was kind of strange to see those message appearing at the box right in the second turn!

                          I want to ask help for someone to check the messages i wrote. They were all based in the recomendations of IW in ND_msg.slc But i changed most of it.
                          Attached Files
                          "Kill a man and you are a murder.
                          Kill thousands and you are a conquer.
                          Kill all and you are a God!"
                          -Jean Rostand

                          Comment


                          • #28
                            I have made some testing with the cheat mode.

                            Plague

                            The killpop seems to be working fine. I also notest that because it is a file in test the events have 100% chance of happenning since every turn either my medics prevented the plagues or the plague strucked.

                            EarthQuake/Volcanoes

                            I have found two gameplay bugs regarding to the dead tiles appearing in the place of the earthQuake.
                            1)One of them is islands of dead tiles appearing over the sea.
                            2)The other bug is that we can only terraform dead tiles in the last half of the game. So what should we do with th dead tiles that appear at the begginnig of the game?

                            Messages

                            I'm having problem with the messages. The lines {theNearestCity.name} and {PlaguedCityCounter} doesnt seems to be working.


                            Anyway what is the difference betwee plague and epidemic?
                            "Kill a man and you are a murder.
                            Kill thousands and you are a conquer.
                            Kill all and you are a God!"
                            -Jean Rostand

                            Comment


                            • #29
                              Originally posted by Pedrunn
                              EarthQuake/Volcanoes

                              I have found two gameplay bugs regarding to the dead tiles appearing in the place of the earthQuake.
                              1)One of them is islands of dead tiles appearing over the sea.
                              Actually this could happen when undersea volcano erupts. HAvaiji have formed in this way and actually Havaiji islands are expanding all the time because of volcano erupts.

                              But this should happend only with volcanoes and very, very rarely.

                              2)The other bug is that we can only terraform dead tiles in the last half of the game. So what should we do with th dead tiles that appear at the begginnig of the game?
                              When volcano erupts a lot of lava will arise. Lava is very good breeding ground for plants and actually after a year(or few years) lava is not shown anymore but there is plenty of plants growing. So could it be so that after volcano erupts the dead tile remains dead for a 1-5 turns and after that it returns as a tile that were there before the erupt. That might be hard to code?

                              But what about earthquakes... If I am right earthquakes happen usually in dry land. And earthquake's destruction marks are seen hundreds of years. So maybe those tiles should remain dead untile human discovers the technology to repair those(that should not happen early).




                              HAve you asked Wes if natural disasters ould be added to MedPack 2?
                              Jani

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                              • #30
                                Yet i still think that if a Earth Quake happen in the begginnig of the game lets say turn 30 we probably will only clean in the turn 500 or something. But maybe i'm just saying that because those events are happenning too frequently, almost every turn (what i think it is because it is a test file)

                                I dont know if Wes will use it since i dont play MM2 (i play my own mod)
                                But ask him.
                                "Kill a man and you are a murder.
                                Kill thousands and you are a conquer.
                                Kill all and you are a God!"
                                -Jean Rostand

                                Comment

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