Sid Meier's Civilization V

Sid Meier's Civilization V

Iska's Two Hundred and Two Nights
58 Comments
El.bar.de.los.muchachos 29 Feb, 2024 @ 7:48pm 
who would win?
a dedicated modder
or
the most spagetti amount of glitches cooked up by firaxis code
Iska and Ismet  [author] 26 Aug, 2023 @ 11:55pm 
Nuu I still luv her, she just be the most emotionally needy of bitches in that she the single most like an unpaid job and also some glitches I see and like hmm but hmm and also hmmm and then sometimes a fourth hmmm
~BirbMen~ 23 Jul, 2023 @ 8:16pm 
its abandon?
LMeire 26 Nov, 2022 @ 1:28pm 
I've gotten a bunch of events that found religions, but so far none of them actually gave me a religion. I think it's just a weird interaction with the mod that replaces the vanilla religions with pokemon versions. Maybe it should just spawn a Great Prophet instead? Also I've never gotten any beer, paintings, or honey from those events
她惹绿色 笔吴 (猫 ㅇㅅ 2 Jul, 2022 @ 2:12am 
if a warrior is stored in a city, the Jaguar event makes the city a barbarian city with a barbarian Jaguar.
Grindor_11 30 Jun, 2022 @ 5:07am 
Heyo, Just wanted to say that everything is working good again and thanks for the update!
Grindor_11 24 Jun, 2022 @ 3:40pm 
Awesome, if modding has been to much of a hassle its okay to leave it as is, take the time you need to recuperate
Iska and Ismet  [author] 24 Jun, 2022 @ 7:45am 
I'll see if I can fix it before I take a break from modding again :)
Grindor_11 23 Jun, 2022 @ 7:45pm 
Me again, I saw that there was an update for Empire Ascendant and Stones to Stars, but when i started a game with Two Hundred Nights also enabled, the tech tree was messed up bad, like the extra ages were there, but the tech tree was back to default. Is there an update for this coming?
Iska and Ismet  [author] 22 Feb, 2022 @ 4:02pm 
Yes, there was a string of them and at the end you got a Cthulu Religion.
Grindor_11 17 Feb, 2022 @ 11:57am 
great mod btw
Grindor_11 17 Feb, 2022 @ 11:53am 
I got the Cthulhu event but won the game before anything happened. is there anything fun at the end of that event?
Quantum Anubis 28 Aug, 2021 @ 1:26am 
I wonder if there is a way to only get techs from your current age from events. It feels cheap to suddenly go from the ancient era to the feudal era with one event
British Chap 30 Apr, 2021 @ 3:45pm 
Love this mod 99% of the time, and then I get all my cities in 5 turn resistance

Nah but seriously pal, great mod, very fun, love the free supertroopers and stuff lol
Kung Fu PANDA 25 Mar, 2021 @ 11:40pm 
Looking forward to giving this a try.
Kung Fu PANDA 25 Mar, 2021 @ 11:39pm 
I like how you think. This is exactly how I play the game too. When I saw your stone's to stars and empire's mods I breathed a breath of fresh air. No more mod stacking like mad.
Graham 8 Mar, 2021 @ 9:51am 
Hello !

First time poster on this thread, so first of all I want to say you did an amazing job with this mod !
I encountered no crashes while using it (except a rage quit when my second most important city rebelled three times in a row ^^) but I did notice a few events seemed to not do what they say they did (most of it has already been written about in the other posts of this thread.).
The main one I noticed was "Under a black banner" which tells you that it spawns units for you, but instead it made my city Rebel (and it happened very frequently as I told you above (i'm in the 1700's or so in a marathon game and it happened 4 times already)). Idk if it can help you fix this but it was always the same city that rebelled (my second or third city, I think).
I'm very interested in the future of this mod since it's such a great addition to the game, and saw that you planned an update for some bugs, but at the same time you were taking a break ? I hope you'll come back to it soon then :)
Iska and Ismet  [author] 5 Mar, 2021 @ 9:41am 
🤔 VP is an elaborate mod that changes many many things under the hood. There are many possible things that could be breaking. I'd check the database or lua logs. I'm a little over this mod, feed it awards to vote for dev progress on this vs all the other things I juggle.

Also I just don't play VP, which is why I still haven't gotten around to making EA Lite play nice with VP.
y1kkhj 5 Mar, 2021 @ 9:02am 
I love the idea behind the mod, but it unfortunately doesn't work with VP as far as I can tell. I'm getting event pop ups with no text nor any effects. How can i fox it?
A Very Angry Garden Gnome 22 Feb, 2021 @ 9:40am 
I love the idea behind the mod, but it unfortunately doesn't work with VP as far as I can tell. I'm getting event pop ups with no text nor any effects.
Iska and Ismet  [author] 20 Jan, 2021 @ 11:35am 
All the negative Events suggestions are good ideas, thank you. Many of the Events actually are limited to certain eras, but almost all of the events I wrote were mostly ancient/classical/medieval themed, with some of them being applicable to all eras and left open.

The plan was for the next 100 Events to relate to modern/atomic/future eras to make sure they stay fresh throughout the eras, but I'm taking a break from civ 5 modding rn.
Flamingcheesepie 18 Jan, 2021 @ 4:30pm 
I might even suggest that population loss and building loss should be split into two events, such as a drought/earthquake, and then the Great Fire could be a toned down version that has both types of loss. Also, negative events could just be lose half culture/science/faith/other yields for x turns for more variety, so there are a few more that can happen.
Flamingcheesepie 18 Jan, 2021 @ 1:23pm 
Some of the events should probably be limited to certain eras. I got a free Warrior and Archer in the Information era, but also got the free Currency tech in the Ancient Era, so way earlier than it should be available. Units should probably be limited to the era you are in +- 1, maybe +-2, and same with techs. Would maybe have compatibility problems with new era mods though, so if that happens then it's probably not worth.
Flamingcheesepie 18 Jan, 2021 @ 12:43pm 
Another negative event that I like is Cataclysm, but I would also ask if it could be toned down. Less for balance concerns, though it could be tied to score too, but more because it's annoying to have to repair all of your improvements, especially late game when that is a couple hundred tiles. Obviously automating workers would fix it but automating is less efficient than manually choosing which tiles to fix, so take this one as you will.
Iska and Ismet  [author] 18 Jan, 2021 @ 11:11am 
Thanks for the reports Flamingcheesepie! Tying Great Fire Event to score is an excellent idea. I'll try and implement a way to allow you to customize the Religion founded events, but that might be a bit difficult. I'll make sure to fix the barb bugs for the next version.
Flamingcheesepie 18 Jan, 2021 @ 10:00am 
Actually, I now see that the Jaguar Knight event did turn one of my warriors into a Jaguar Knight, but it became a barbarian afterwards.
Flamingcheesepie 18 Jan, 2021 @ 9:59am 
The Jaguar Knights event did not affect my normal warriors. Additionally, the Barbarian Invasion sometimes spawns a bunch of Settlers but no actual combat units, so it's just free workers if you have units. That aside, the "automatically generate a religion" event is a negative event as you can't customize it - which you might like so there are negative events, but just something to mention. Finally, the Great Fire should probably cap out at something like half the population and half or 3/4 of the buildings, as its randomness is too strong. If you're already behind you should just leave the game if you get it. Maybe you could tie it to being ahead somehow, in the same way that the game applies points, so there is a higher chance to get it when stronger? Then as a negative event it actually functions as a comeback mechanic for those who are behind.
Flamingcheesepie 13 Jan, 2021 @ 11:50pm 
If a city rebels but you have a unit stationed inside of it, the unit can stay inside of the city and attack. If so, surrounding melee units are unable to attack the city.
Bird 6 Jan, 2021 @ 1:17am 
What a cool mod! I did run into one issue - one of my cities rebelled and the game crashed. Other than that, this adds a lot of variety to the game to keep things fresh! I do wish that events were a bit more spaced out, though, they come up so frequently that it feels like it sometimes slows the game down a little bit. Can't wait to see more!
Iska and Ismet  [author] 1 Jan, 2021 @ 9:01am 
Thanks alkasynaranem, Happy New Year to you too <3

I think I'll add a pregame option to disable negative events, to prevent frustration like that. That needs a DLL edit, so it'll be part of EA.

Honey/Paintings icons I think is an overlap with StS, I'll be sure to fix it.

I considered adding a tab to the events popup to show previous events, but maybe just making it part of the game's message log system would work too
alkanasynranem 1 Jan, 2021 @ 8:22am 
Played more with this mod and got the great fire event and I'm not gonna lie, losing a few citizen (at least 4 but maybe more), a few buildings AND some wonders with no way to gain them back was very frustrating. Maybe it would be better that rather than losing definitively the wonders, it would take a few turns of production to build them back, idk
alkanasynranem 31 Dec, 2020 @ 10:42am 
Oh forgot to report it but the events that grant you a new special ressource (like Honey and another I forgot about) didn't work in my last game. Also, this is minor, but I would like to be able to see the previous events/to see the different bonus and malus currently active. Anyway, I wish you a happy new year in advance !
Flamingcheesepie 31 Dec, 2020 @ 10:05am 
For some balance feedback, you can get Impi way too early I think - it should probably be a Spearman instead, either a Greek Hoplite or a Persian Immortal.
Iska and Ismet  [author] 31 Dec, 2020 @ 6:53am 
Thanks for the reports Flamingcheesepie!

I never realised dummy Policies increase Policy cost, but I did some googling and there seems to be a solution, so yes, I'll try and fix this for the next update.

Just a normal woops on the Hussars, I'll fix that too.
Flamingcheesepie 30 Dec, 2020 @ 12:53pm 
Also, in Events_Defines_Events.xml you have UNIT_AUTRIAN_HUSSAR instead of UNIT_AUSTRIAN_HUSSAR
Flamingcheesepie 30 Dec, 2020 @ 11:58am 
The free policy events are also increasing policy costs for policies to be bought - I assume that that is an oversight?
Iska and Ismet  [author] 30 Dec, 2020 @ 1:51am 
Thanks for the report about the Foreign Legion! The Polciy Branch thing is just visual, I think, once you make it to the correct era you should be able to continue unlocking Policies from that Tree. (I'll double check.)
Flamingcheesepie 29 Dec, 2020 @ 5:14pm 
Also, I don't think the events that open policy arms are working, as I have had multiple events that say they opened a policy branch, but was not able to naturally purchase those policies.
Flamingcheesepie 29 Dec, 2020 @ 2:40pm 
I've had a bug where the Foreign Legion event that gives 3 Foreign Legion soldiers instead gave 3 Settlers.
Iska and Ismet  [author] 29 Dec, 2020 @ 11:36am 
:')

Think it's the same bug that's effecting Jaguars.

I'll try to push an update out in the next few days.
cyanide.fist 29 Dec, 2020 @ 11:10am 
Thanks for the mod, it adds some extra flavour to the gameplay.
However, I noticed one bug with the "black banner" event when some mounted units get a promotion to Hussar. The unit got upgraded but also turned barbarian, not sure whether that was supposed to happen, but since the event description said that they love serving their country and king, I guess not(?)
Iska and Ismet  [author] 28 Dec, 2020 @ 8:35am 
I think that's just Islam, but no, I haven't updated this yet. Still, that's only max 5 of 200 events.
她惹绿色 笔吴 (猫 ㅇㅅ 28 Dec, 2020 @ 4:27am 
haven't tested it yet, but has the religion-giving event not occuring bug fixed?
Iska and Ismet  [author] 27 Dec, 2020 @ 6:00pm 
Yep.
Iska and Ismet  [author] 23 Dec, 2020 @ 4:49pm 
Thanks alkanasynranem! Did some googling turns out this is an old issues other modders have run into and solved, I had just never noticed before. Probably means I can add a few items to the EA buglist too... thanks for the report!
alkanasynranem 23 Dec, 2020 @ 1:53pm 
Hello, currently testing a game and I noticed a bug : each time an event had a positive effect, the number of culture point necessary to have a new policy also grew. I think it's because you treated them as token policies but it screw up the culture calculation. Anyway, great mod, I'm really excited to see more on this !
Iska and Ismet  [author] 22 Dec, 2020 @ 10:10am 
Thanks for the kind words guys.

Most of the events are locked behind either Era or Tech requirements, so you're not gonna super ridiculously advanced Units for free, but I'll switch up the earlier ones so they need their specific techs instead of just being in that Era.

Making choices per event could double or even triple the amount of work necessary to make them... it's not out of the question, but making them simple was a deliberate choice so I could prioritize variety over complexity.

I had the same issue about just clicking through them, but I figured it was a consequence of having written them myself. Not sure there's anything I can do about that, they're meant to be a pleasant distraction that doesn't take too much attention to deal with of have effects so powerful they make the rest of the game lopsided... I'll put some thought into this.
Ctesiphon 22 Dec, 2020 @ 8:15am 
This mod feels like a feature left behind by the devs in the code and you just reactivated it again. It has some strange instances where it feels immersive but after a few hours I find myself just cycling through them without reading. That is just how I feel about this mod, fits too perfectly in the game that I find it equal to another pop-up message.

I had this event where it said about an engineer and it gave me a catapult with 4 ready to pick promotions. I had not yet reached the tech that allows me to build this catapult so it would have been kinda OP if I or an AI had these kinds of events of giving advance units.

My suggestion for future events is to have some of the events have some kind of 2 or 3 action choices on certain events to make them more immersive instead of feeling like another pop-up message. Also if some events can only be triggered if a certain building or tech is already finished.

Thank you for the great mod, please keep up the good work
xinflt 22 Dec, 2020 @ 6:31am 
@Iska - I actually think this is a great mod idea and looking forward to your further refinement. thanks for the effort you've been putting into this mod!
Iska and Ismet  [author] 21 Dec, 2020 @ 4:47pm 
Re: cataclysm, I really wanted to have some negative events, but I didnt want so many that the player had a negative association with events, they should be anticipated and negatives and dud should be very rare. Maybe I'll add a pregame option to disable negative events? Needs a dll mod, so I'd have to make that part of Empires Ascendant.