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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Boogie's Moding Class #2: Random Events
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#25  by Citizen Bill Ko - 4/19/2003 1:16:11 AM

boogiebac:

The tutorial lists "economics" random event atttribute as 100, but it seems that all the events that should logically have economics as their attribute have an attribute number of 200. Which is the true value for "econimics?" 100, or 200?

Bill



                         Posted via Stardock Central
#26  by Diplomat HawaiiFive-O - 4/19/2003 1:34:45 AM

I'm not BoogieBac, but I'll take a swing at this and if I'm wrong he can correct me.

100 is the Economics ability, use percentages.
200 is straight BCs, that will be immediately deducted/added from the player's treasury.

                    
#27  by Citizen Bill Ko - 4/19/2003 1:41:40 AM

Okay, that makes sense... but that means there are about 73 unused entries in between 127 and 200?

Geeze...

Bill



                         Posted via Stardock Central
#28  by Diplomat HawaiiFive-O - 4/19/2003 1:52:53 AM

How's your proggy coming along? I'm going to finish UP Issues and then take a little break. I'm spending more time on writing my program than playing the actual game at this point...

                    
#29  by Citizen Bill Ko - 4/19/2003 2:02:44 AM

I've been away for two days, so I haven't done much but read the variables in and display them. Next will come actually saving changes that you make. Makes a lot of use of dropdown menus. The attribute dropdown menu is actually two dropdown menus - the one that displays depends upon whether you choose your event to be a colonization or a random event. (I did that mostly to save space.)

Thanks for all your support and all the ideas on how to dance around VB limitations! When I get a bit further on, could I send you the source code so you can go through it and rip it apart for me?

Bill



                         Posted via Stardock Central
#30  by Diplomat HawaiiFive-O - 4/19/2003 2:26:50 AM

Of course, when I decide I don't want to work on the Writer any more, I'll give the source code away so someone else in the community can pick up the ball for future updates.

I don't see that happening any time soon, but that's my expectation if I ever get tired of working on it.

                    
#31  by Citizen Bill Ko - 4/19/2003 4:13:06 AM

HawaiiFive-0:

I think you misunderstood me; I actually wanted to SEND my source code to YOU to review and criticize.

And a few more questions:
Colonization options 8 and 9... switched at birth?

Both types of options:
Which are in percentages and which are straight points?

Thanks, guys - thanks for everything!

Bill



                         Posted via Stardock Central
#32  by Diplomat HawaiiFive-O - 4/19/2003 4:48:54 AM

Heh, actually I went back and re-read it afterwards and came to that conclusion as well. Of course that's fine too.

Yes, 8 and 9 switched at birth. 8 is supposed to be Defense Bonus but the bonus doesn't show up on the Planet Details screen. I think this doesn't work as advertised. 9 is Research Bonus, and this bonus does show up on the Planet Details screen.

Everything is percentages, save the BC option which is cold hard cash straight out of your treasury (or into your treasury if you write the event that way).

                    
#33  by Diplomat HawaiiFive-O - 4/19/2003 4:53:39 AM

Oh, and I'd imagine Trade Routes and Speed are actual numbers, not a percent.

                    
#34  by Citizen Robert Huntingdon - 7/11/2003 10:20:02 AM

Could somebody please clarify the MoralityWeight variable for me? I had a game I was playing with several weight 1 events where I picked the good path, and about three weight 5 events where I picked the evil path. Yet the UI turned evil on me! But according to BoogieBac's last post (which contradicts his first), weight 5 is supposed to have almost no effect on your morality! So now I'm quite confused here.

And is there any way to tell in-game what your current morality score is?

[Message Edited]

      
#35  by Diplomat HawaiiFive-O - 7/11/2003 11:07:50 AM

The Morality Weight interacts with the randomized % strength of the choice you take. So even though an event might have a Morality Weight of 1, if the random Good Value is only 1% or 2%, you will not move much at all towards good.

Moreover, Evil choices have a greater effect on your morality than Good choices.

It is very hard to become Saintly. Comparatively, it is quite easy to become Diabolical (is that right? I always play Good so I don't know what the counterpart to Saintly is, maybe its Demonic?).

For your second question, go to Domestic Stats >> Society. Your current morality will be shown in the upper left.



                     Posted via Stardock Central
#36  by Veteran citahellion - 7/15/2003 5:57:05 PM

Is there any further information on how the "Probability" field works? Or is there some other reason behind the following phenomenon: it seems that the few new events I downloaded and installed from the Library have accounted for about 80% of the event occurrances that I've seen since I installed them.

                    
#37  by Diplomat HawaiiFive-O - 7/21/2003 12:00:36 AM

The "Probability" field is not yet implemented, you can safely ignore it for now.



                     Posted via Stardock Central
#38  by Citizen LavaLampMaster - 10/7/2003 12:04:12 AM

How do I change a file to EVENT? I'm making an event that basically can either
+ Morale 1-6
+ Influence 1-4
+ Diplomace 1-7

so, it's a .txt now, but how to change it to EVENT and an image to PCX?

                      
#39  by Citizen Matthew Downie - 3/2/2004 8:50:56 AM

First post on this thread in 147 days... Are you still waiting for an answer to your question, LavaLampMaster? This is not the answer. This is a summary of the findings I posted on the Prancing Pony empires thread.

from BoogieBac
*Edit - Hawaii caught me on this one...MoralityWeight is 1 - 5 where 1 == a major moral event and 5 == a non-important event. Numbers can be over 5, but, as it increases, the likelyhood if it having an impact on your morality standings decreases.


from HawaiiFive-O's GalCiv Writer documentation:
FIX: As clarified by BoogieBac, Morality Weight of 1 will greatly affect the civ's Morality, 5 will hardly affect it, this program has been updated to reflect this new information.


Notice something odd there? They each claim to have got their information from the other.
My own tests have come to the conclusion that this information is wrong. Morality weight 5 leads to big changes in your alignment. Morality weight 1 leads to small changes. The only other relevant factor is the numerical change in your stat - not the maximum change, the randomly generated actual change. So a change of 50 (in diplomacy, economics, or whatever) will lead to a ten point alignment shift (the maximum) and a change of 7 will lead to a 1 point shift. Between those values, the scale of the alignment change depends a lot on weight. So, for a fair event, something like a PQ penalty or a diplomacy penalty should have a weight of five. A penalty like population growth on a single planet or money should have a low weight.
(I like my events to be big and dramatic - a player should have a decent change of getting to pure good or pure evil in a relatively short game.)



                           Posted via Stardock Central
#40  by Citizen Bard of Prey - 3/2/2004 6:55:32 PM

Do you have any idea how the random change is calculated? I've noticed that it's often larger than the value in the file, so that small negatives become positives and vice-versa.

Highly annoying...

          
#41  by Citizen PJ_ - 3/2/2004 7:25:42 PM

The bonuses seem to be any number between 1 and the value in the file. I've never seen it larger than the value in the file. Of course, if the file has a positive value for the good choice or a negative value for the evil choice the game will switch the sign.



                       Posted via Stardock Central
#42  by Citizen Bard of Prey - 3/2/2004 9:00:15 PM

The bonuses seem to be any number between 1 and the value in the file. I've never seen it larger than the value in the file. Of course, if the file has a positive value for the good choice or a negative value for the evil choice the game will switch the sign.


Hmmm... I'd forgotten about that. That might explain what I'm seeing. It's still annoying, but I have a feeling I know why they did it that way... oh well...

          
#43  by Citizen Bard of Prey - 3/6/2004 6:51:41 PM

My own tests have come to the conclusion that this information is wrong. Morality weight 5 leads to big changes in your alignment. Morality weight 1 leads to small changes. The only other relevant factor is the numerical change in your stat - not the maximum change, the randomly generated actual change. So a change of 50 (in diplomacy, economics, or whatever) will lead to a ten point alignment shift (the maximum) and a change of 7 will lead to a 1 point shift. Between those values, the scale of the alignment change depends a lot on weight. So, for a fair event, something like a PQ penalty or a diplomacy penalty should have a weight of five. A penalty like population growth on a single planet or money should have a low weight.


I've done some of my own testing, and not only confirmed your findings, but come up with some (fairly) hard numbers to go with them.

The change in your alignment (good or evil) is roughly equal to: ActualBonusValue*MoralityWeight/10. It doesn't seem to matter what the bonus actually is.

I say 'roughly' because there were a few examples that were off by one, but the vast majority fell right into this formula (considering the maximum change of +/- 10, and I believe a miniumum of +/- 1).

Incidentally, I haven't been able to get the following ones to actually work: bonus 0 (assumed to be BCs), bonus 7 (supposed to be Influence) or bonus 8 (supposed to be Planet Defense), although they are counted for morality adjustments.

          
#44  by Citizen Artemis40000 - 9/1/2004 3:52:24 PM

you may find this useful

0=Economy
1=Weapons
2=Defence
3=Speed
4=Moral
5=Pop. Growth
6=Soc. Production
7=Mil. Production
8=Research
9=Influence
10=Trade
11=Diplomacy
12=Hit Points
13=Repair
14=Sensors
15=Espionage
16=Soildering
17=Interest Rates
18=Planet Quality
19=Trade Routes
20=Crime
21=Cabinet
22=Range
23=Luck
24=Courage
25=Creativity
26=Goverment
27=Loyalty
28=Logistics

Federalists

0=Economy +20

Industrialists

6=Soc. Production +20
7=Mil. Production +20

Mercintile

10=Trade +20
15=Espionage +20

Pacifists

11=Diplomacy +20
4=Moral +20

Technoligists

8=Research +20
14=Sensors +1

Universatilists

0=Economy +5
2=Defence +10
5=Pop. Growth +10
23=Luck +25


      
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