View Full Version : [BtS] - Events!


woodelf
Apr 20, 2007, 04:43 AM
Might as well start stirring up some conversation. Since we plan on porting SotM to the new expansion pack we will be able to use the new feature --- Events. This should be a huge boon to us. So let's start thinking of events and their consequences...

And if primem0ver ever releases his Events modpack for vanilla then we can practice here as well. :)

thomas.berubeg
Apr 20, 2007, 01:55 PM
Moonquakes or meteorite impacts?

GeoModder
May 04, 2007, 08:14 PM
This just popped up in my mind: Radiation Event.
Every 10-11 years, the sun goes through a phase in which it sends out more radiation which is a severe health hazard. So I propose an event that every 10 game years all health is decreased by two for a game year. We could also use this event to put :hammers: income from space-born facilities to half and +1 :commerce: from solar panels.
The event would expire with a better radiation shield later ingame (third era or such).

Since I'm in favor of letting multiple turns depict a year, this event wouldn't occur too annoyingly much.

woodelf
Jul 27, 2007, 05:12 AM
I still haven't looked into the Events file, but do we have some good ideas?

GeoModder
Jul 27, 2007, 06:41 AM
Besides the ones already mentioned above (quakes, meteorites, solar storm), we could also adjust some of the BtS ones to Moon circumstances. For instance those tasks like building 5 forges or 7 libraries. Let's translate libraries to Network Core and give an extra espionage benefit if you're the first to put a Core in each of your bases before others do. Or do a certain act on the news a comet is passing nearby, granting extra health (water-gathering mission).

woodelf
Jul 27, 2007, 06:50 AM
Also maybe a crashed ship nearby. You can:

A - leave them be
B - try to rescue (lower gold input, lower success rate)
C - spend X amount of gold and gain either pop point or colony pod with rescue?

Civilization X has had a breach (or anything catastrophic). You can:

A - ignore their please for help. Diplo hit
B - Partially help. Lose some gold, food, energy. Gain small diplo
C - Fully help. Lose lots of above, but gain diplo and maybe spread your ideology to that city.

GeoModder
Jul 27, 2007, 07:43 AM
Good thinking. :yup: Those are IN-material.

woodelf
Aug 01, 2007, 05:08 AM
I've just taken Solver's excellent guide and turned it into a beefy 32 page doc. I'm going to spend some time familiarizing myself with XML-only Events and start coding some basic ones up for the SotM. I'll leave the complex python RandomEventInterface types to AA and matthewv.

woodelf
Aug 01, 2007, 06:59 AM
This is going to be so awesome for this mod and any BtS mod. So many variables, so much replayability and randomness. I don't think any idea is too farfetched or impossible to put into the game!

woodelf
Aug 01, 2007, 09:16 AM
This just popped up in my mind: Radiation Event.
Every 10-11 years, the sun goes through a phase in which it sends out more radiation which is a severe health hazard. So I propose an event that every 10 game years all health is decreased by two for a game year. We could also use this event to put :hammers: income from space-born facilities to half and +1 :commerce: from solar panels.
The event would expire with a better radiation shield later ingame (third era or such).

Since I'm in favor of letting multiple turns depict a year, this event wouldn't occur too annoyingly much.

This one I can set to happening often (maybe not at a set interval) and can have it last a random number of turns. That might be cool.

woodelf
Aug 01, 2007, 11:11 AM
This one I can set to happening often (maybe not at a set interval) and can have it last a random number of turns. That might be cool.

After PMing with Solver this one looks like one for the python guys. Having a global event that affects everyone isn't doable with just XML.

I can, however, have radiation occur in select cities or empire wide (say a field fails) that would grant an increase in a building yield and also result in sickness.

GeoModder
Aug 01, 2007, 01:34 PM
Well, a solar storm is a global effect. Infact, it would affect Everything not under the protective umbrella of a significant atmosphere.
And lastly, this happens every 11 years as clockworks so wouldn't need a random factor.

On the other hand, solar flares are random because no-one can predict when they erupt and to where they point their effect so this could be a random event that disrupts communications or so.
Solar flares are what causes aurora borealis on the poles. You can read up on them to come up with an effect on an airless worldlet.

woodelf
Aug 01, 2007, 04:22 PM
Well, a solar storm is a global effect. Infact, it would affect Everything not under the protective umbrella of a significant atmosphere.
And lastly, this happens every 11 years as clockworks so wouldn't need a random factor.

On the other hand, solar flares are random because no-one can predict when they erupt and to where they point their effect so this could be a random event that disrupts communications or so.
Solar flares are what causes aurora borealis on the poles. You can read up on them to come up with an effect on an airless worldlet.

Well this isn't an Event then. It's something definitely python that we need to decide if we want added.

Solar flares would be an Event to use. I think comm disruptions would also require python since I haven't found a tag for anything like that.

GoodGame
Aug 01, 2007, 04:48 PM
Haven't played BTS long enough, but:

Pompei Volcano situation: A volcano is smoking next to your city <blank>. For every ship you can land at the volcano city in the next turn, the ship will depart with evacuees. Ships aren't destroyed when the volcano destroys the city, but every pop point evacuated takes some commerce with it and immigrates to a city with a food surplus automatically.

A privateer band forms at a nearby cove. A single privateer harrasses shipping until the privateer is destroyed, or a military unit is landed at the cove (The cove has to be seen in LOS to be located).
Spins on this---Privateers offer to join your navy (as a unit under your control) as long as you pay them 20 gp per turn. You can refuse their offer at any turn, after which they relocate their cove somewhere else randomally.
Privateer offers to sell you a map to a random location on the map to where a 100gp treasure lies. Regardless, afterwords they relocate their cove somewhere else.
Privateer kidnaps a high-ranking official from a random civ. At end of a set number of turns, must pay 100 gp ransom, or experience 1 unhappiness in all cities for 5 turns. Official can be freed by landing military on the pirate cove. If you free the official of another civ, this gives a +1 to their diplo reaction towards you.

Upon loss of a highly-promoted unit (high experience) in battle, a high-ranking military official is kidnapped. If your civ is the kidnapper, you can interrogate and execute the official (-1 relationship but +100 spy points); ransom the official (-1 relationship but +100 gp); or return the official for free (the other civ will offer a 10 turn truce at no cost).

woodelf
Aug 02, 2007, 04:49 AM
All good ideas, but this is a mod about life on the Moon. :)

Not many Coves or Volcanoes there... :crazyeye:

GeoModder
Aug 02, 2007, 11:12 AM
:lol::lol:

woodelf
Aug 14, 2007, 05:07 AM
Modified the vanilla wash out one to the Moon.

I can eliminate forest fires, happy hunting, well it looks like most of them.

AlazkanAssassin
Aug 14, 2007, 05:14 AM
Modified the vanilla wash out one to the Moon.

I can eliminate forest fires, happy hunting, well it looks like most of them.

It would be nice to keep as many events as possible for the moon. Some of them might not fit logically on the moon, but the mechanic can be saved and changed into a moon event. Happy hunting could become an oxygen geyser that helps you grow.

woodelf
Aug 14, 2007, 05:20 AM
It would be nice to keep as many events as possible for the moon. Some of them might not fit logically on the moon, but the mechanic can be saved and changed into a moon event. Happy hunting could become an oxygen geyser that helps you grow.

Will keeping them cause problems? Most likely not since we don't have the correct terrain, feature, or improvement.

I like the O2 geyser idea. :thumbsup:

This is what we need more of while I have time to do the XML.

woodelf
Aug 14, 2007, 08:09 AM
I'm putting TECH_FUTURE_TECH as prereq for any unused Vanilla ones right now.

woodelf
Aug 14, 2007, 08:17 AM
I think I've figured out an easy way to get colonists to the civs...EVENTS!

It'll need tweaking so that it doesn't recur too often, but it will add some fantastic unpredictability to the mod. It can be cut off at a variety of techs or once we enter Colonization era.

GeoModder
Aug 14, 2007, 09:20 AM
:lol:
Just said the same in your python request thread.

matthewv
Aug 14, 2007, 11:09 AM
I think I've figured out an easy way to get colonists to the civs...EVENTS!

It'll need tweaking so that it doesn't recur too often, but it will add some fantastic unpredictability to the mod. It can be cut off at a variety of techs or once we enter Colonization era.

Should be very easy to do. It will need a bit of python coding though as you probably already figured out.

Another very important event is meteors. (will require some python coding as well)

woodelf
Aug 14, 2007, 11:24 AM
After going through all of the Firaxis events and changing tech to future tech I see that we have lots of cool things to turn lunar. Religion, civic, buildings, terrain, and feature influenced events. Very cool.

matthewv
Aug 14, 2007, 11:47 AM
After going through all of the Firaxis events and changing tech to future tech I see that we have lots of cool things to turn lunar. Religion, civic, buildings, terrain, and feature influenced events. Very cool.

Did you get a chance to count how many events are included yet:p

IIRC there are over 280 in BtS. Thats more than the columns you can have in an excel spreadsheet. If you look at the BtS editor you will notice a second line of events further down (~ row 202)

woodelf
Aug 14, 2007, 11:58 AM
Did you get a chance to count how many events are included yet:p

IIRC there are over 280 in BtS. Thats more than the columns you can have in an excel spreadsheet. If you look at the BtS editor you will notice a second line of events further down (~ row 202)

Editor? I did this all manually. :(

thomas.berubeg
Aug 15, 2007, 12:14 PM
Did you get a chance to count how many events are included yet:p

IIRC there are over 280 in BtS. Thats more than the columns you can have in an excel spreadsheet. If you look at the BtS editor you will notice a second line of events further down (~ row 202)

what editor? where can i find this?

matthewv
Aug 15, 2007, 12:26 PM
what editor? where can i find this?

The BtS XML editor I made. It is currently a work in progress but is fully functional for 13 common xmls. We are using this mod to test it out and it is currrently not publically available. Before I release it to the public I would like to add a bunch more XMLs to the list that it currently works for.