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  1. #1
    Misanthropos Member I of the Storm's Avatar
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    Default Re: Modding disasters

    This is still the case in RTW 1.5, I observe it quite regularly. But I read of one case that save & reload fixed the province again. Then again I don't know if save&reload will fix that in all cases. Due to the rare occurance and randomness of the flash flood it's hard to do test runs.

  2. #2

    Default Re: Modding disasters

    You can set them to only occur in one province (choose a flat one!) at a certain set of coordinates, and then make them happen every two years. Easy to test that way. (floods I mean). I had some seemingly mixed results. I just posted over in the twc thread on this same topic, so I'll put the posts here too now:

    I would add that floods are still bugged from what I see now testing (RTW 1.5 -mod folder build). That stinks. They look cool after all, and I had already researched where they needed to occur on our map: lots of coordinates.

    Anyway, they do make it impossible to build watchtowers or forts anywhere in a province that has had a flood at any time in the past. Plus they negate movement bonuses roads give you it appears. For the entire province. Seems like the benefits aren't quite good enough considering the problems. BUT upon exiting the game and reloading it, those problems do go away. I can build the towers and forts and get movement bonuses back upon reloading the campaign (*after* the flood still).

    edit: After trying it a second time, the problems don't go away. Gah. This thing is crazy. Would really like to add them, but if this is the case then I'll probably drop them.
    And on plagues:
    Ok, another post on the matter.

    Plagues can be historically set - I get that. But when it comes to them happening in any given city, does this "random" plague that can be set here by region/coordinates/terraintype work *in addition* to the types of plagues that can just "naturally" occur in a city if it is overcrowded? If plagues here are set to 'false', then would they not ever occur in overcrowded and unsanitary cities? It seems odd not to be able to just make them occur occasionally in overcrowded and unsanitary places instead of this random type of plague, which is set by region/coordinates/terraintype.

  3. #3

    Default Re: Modding disasters

    Thought I'd post it over here too - just posted this over on the TWC thread:

    Finally...it looks like the reason that floods are causing these problems is this: they damage the roads structures in the province. These are hinterland buildings, so they should not be damaged, but they get hurt most times there are floods. If you delete map.rwm, then repair the roads, or if you repair the roads, and delete map.rwm, then you will have the movement benefits back, and you will also be able to build forts/towers again in the province. So you could probably play with floods and every few decades delete your map.rwm and "wipe" the bugs out of the provinces that have had floods.

    I can understand the movement stuff, but not why building forts/towers is dependent upon that. Oh well. But I tried reloading a few times after floods - that alone isn't doing the trick. It takes deleting map.rwm, and repairing the damage. Before that action you couldn't build forts/towers, but afterwards you can. That's all I can figure out.

    edit: Oh, by the way, for volcanoes - you can have "inactive" ones if you want. Just put the red dots on your features map, and they will appear, but then don't put their coordinates or regions into the descr_disasters.txt file. They will just sit there and not erupt, which is nice if you are wanting extinct volcanoes (there are some huge ones in Iran and Ethiopia and Turkey and the Sahara that are extinct, but look nice when included on the map).
    Last edited by Teleklos Archelaou; 06-12-2007 at 03:35.

  4. #4
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Modding disasters

    Just been having a play with volcanoes (thanks all for the very useful info- I wasn't quite sure where to start before)

    Anyway I can get the to work from descr_disasters.txt with the random date set by frequency and they have the graphic I think I've seen before and damage nearby armies,

    the ones I've set in descr_event.txt have an over the top sparkler effect graphic and do absolutely no damage to nearby units, which is rather a shame!


    Is there any way to get eruption on a set date and do damage?
    Not used mods before? Looking for something small and fun?!
    Download the:

  5. #5

    Default Re: Modding disasters

    Didn't realize it wasn't doing damage on those 'scripted' eruptions. That sucks.

    I've been trying to test earthquakes and haven't gotten one of those yet other than the scripted ones. Anyone else had some success?

  6. #6
    The Dark Knight Member wlesmana's Avatar
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    Default Re: Modding disasters

    When we tested it on my mod, the volcano also didn't do any damage.

    Still, we're going to put it in for the coolness effect.

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