View Full Version : Events
Uzemer Sep 02, 2007, 01:45 PM Hi, :)
I´ll simply list ideas for events, please discuss. :D
Events: (bold means "done", italic means "might not work/maybe to strong")
Ships with help
Entwifes helping
Dark Plague
The Fell Winter
River Overflows
Rangers defend your towns
Wizards come and give counsils and teaching
Roaming bands of fell creatures
Nazgûl sightings
Dragon Attacks
Land Sinks
Foreign people entering your kingdom
Region of your kingdom becoming desolate
Sign from the Valar
Quests:
Search for the entwifes
Spoiler for: Old lists.
Some Quenya-speakers come into your land and spread their language -> + Culture and possibly some happy faces
Same with Númenóreans and + research
The red book of the westmark -> free libraries because thousands start reading ;)
Ents planting a forest (don´t know if its doable)
The Dark Plague (http://www.glyphweb.com/arda/d/darkplague.html) -> reduces population, reduces :health: and kills some units (maybe to strong :confused: )
The old king dies -> a pop-up where you can choose between three new kings -> one + research, one + production, one + culture (or + ...whatever, units, happiness), maybe with an arda-historic list of king-names if this is possible
And here are the ideas posted by xmen510 in the BtS-Thread:
1 - The Great Winter - loss of production throught your civilization
2 - River Overflows - loss of farming/towns
3 - Ringwraith Sightings - sort of like bandits, or cause unhappiness due to fear
4 - Wizard travel through - increase in research
5 - Elven wanderers - increase in food stores
6 - Rangers decide to stay and help defend area - Gain special ranger unit
7 - Sarumans' Influence builds industry - cause unhealthiness
8 - Roving bands of orcs - requies use of units for time
9 - Roving bands of wolves - loss of money to tame problem, loss of money but increase food, etc.
10 - Also use of many of the same events or just rename them to fit Middle-Earth concepts.
thomas.berubeg Sep 02, 2007, 02:11 PM good ideas.
i had also thought of the white wolves crossing the brandywine... could be liek bandits.
Uzemer Sep 02, 2007, 02:16 PM thank you. :)
one question, i´m currently making the quenya-speakers-event and it should not happen to players with the worship darkness religion, so can you tell me the XML-names for the religions?
T_F Sep 02, 2007, 05:01 PM Maybe something like the Fell Winter - a lack of productivity.
Also, I think the language stuff should be converted into a kind of replacement for Corporations.
Elda King Sep 02, 2007, 05:40 PM Great ideas... Let's just review it all:
Having Elven Culture as one "corporation" would be great, thought Quenya in itself would not be a good choice. For events, I'd prefer "Ships arrive in your shores, bringing a strange people with gifts and counsils for you than putting specifically Númenor or Elves (as both are playable as civs... just for instance, imagine: you are playing as Númenor, and suddenly... you receive help of Númenor!), the Entwifes make a dwelling in your lands (free farms). Saruman's Industry should also be a corporation. Making a list from all it:
1) Ships with help
2) Entwives on your lands
3) Plague
4) The Fell Winter
5) River Overflows
6) Rangers defend your towns (maybe just a defensive bonus?)
7) Wizards come and give counsils and teaching
8) Roaming bands of fell creatures (wolves, orcs, even trolls)
9) Nazgûl sightings
10) Dragon Attacks? (too strong?)
11) Land Sinks (like the fall of Númenor/Beleriand; maybe too strong, maybe too difficult)
Those that I removed: The king dies would be very hard, because we would have to change the leader of the civ, it's king unit, etc. The redbook isn't truly an event... Ents planting a forest would actually be an action by the ent units... Elves/Quenya/Saruman: beter to be corporations.
bob bobato Sep 02, 2007, 05:46 PM What about:
'A foreign people(or hobbit,etc.) have entered your kingdom asking for protection-higher population'
'A spy for (Enemy) has entered your lands-kill, better religion, send back, better relations'
'Mithril has been found in your kingdom-any bonus'
'A region of your kingdom is becoming desolate-ignore, things go on, recolonize, more population'
'A sign from the Valar has apeared in the sky-encresed happiness'
Elda King Sep 02, 2007, 05:57 PM The foreign people entering your kingdom is a good one, and the Sign from the Valar also. But Mithril is a resource (so no need of making it's appearance an event) and we have spies...
Feanor_07 Sep 02, 2007, 06:24 PM Numenor is going to start in the island? Because you can have, for example x turns to send a setter to Beleriand and set up a city before the island sink. If it sinks, Numenor civ will be defeated.
T_F Sep 02, 2007, 09:12 PM My idea was not to have 'culture' as corporations, it was to have languages as corporations - Sindarin, Quenya, Adûnaic, etc - not that they drain anything, but they can spread and such. I don't really know how they would work, but there should be an 'official language' option.
And the 'land sinks' would be far too harsh - you lose your entire empire to a single random event. That would not only suck, it would result in a big game imbalance.
thomas.berubeg Sep 03, 2007, 06:22 AM My idea was not to have 'culture' as corporations, it was to have languages as corporations - Sindarin, Quenya, Adûnaic, etc - not that they drain anything, but they can spread and such. I don't really know how they would work, but there should be an 'official language' option.
And the 'land sinks' would be far too harsh - you lose your entire empire to a single random event. That would not only suck, it would result in a big game imbalance.
i don't think it would be an entire civ, just, maybe a city, or an island, to keep it fair
Uzemer Sep 03, 2007, 06:26 AM i´ll start with the "ships with help" event now. :)
I still need the names of the religions in the XML-documents, so please... ;)
---
To corporations and languages: Doesn´t this means that every civ have start with a corp? (There are no civilizations without a language) Also headquarters and maintenance had to be removed, new founded citys need to get a language immediately.
Love Sep 03, 2007, 07:54 AM What about a quest.
Search of the entwifes?
T_F Sep 03, 2007, 08:47 AM Yeah, sort of like depending on what civ you are, you auto-start with a particular language, and just like religions, settlers carry language with them too.
Also, they don't have to have headquarters and maintenance, you can just hijack the Corporations idea for another spreadable attribute.
xmen510 Sep 03, 2007, 02:20 PM Event:
Orodruin (Mt. Doom) Erupts! Do you wish to send aid to Mordor?
Elda King Sep 03, 2007, 04:22 PM About the languages, what exactly would be the benefits of having a particular language in your kingdom? The spread of a culture as a whole, like books and knowledge, and including languages, would make more sense: through emissaries or because of the continuous trade with a people, you absorb part of it's culture. It would also allow to make corporations less civ-oriented (the elves would allways be more cultured? You have a higher cultural value in your cities, but it increases because their culture spread into your cities and they don't get more cultured because of yours). Let's say, we could have Ancient Lore, Tales of the Past, Songs of the Woods, Crafting Secrets (founded by Sauron, and spread into Eregion...), Inspired Poetry...
We're keeping the "standart" codes in the mod: so they're RELIGION_WORSHIP_THE_DARKNESS, RELIGION_REVERENCE_FOR_ERU, RELIGION_LIGHT_OF_AMAN, and the new ones RELIGION_REVERENCE_FOR_THE_ANCESTORS, RELIGION_COMMUNE_WITH_NATURE.
T_F Sep 03, 2007, 04:26 PM Yeah, that's probably a better idea.
Uzemer Sep 04, 2007, 05:55 AM We're keeping the "standart" codes in the mod: so they're RELIGION_WORSHIP_THE_DARKNESS, RELIGION_REVERENCE_FOR_ERU, RELIGION_LIGHT_OF_AMAN, and the new ones RELIGION_REVERENCE_FOR_THE_ANCESTORS, RELIGION_COMMUNE_WITH_NATURE.
Thanks. :)
T_F Sep 04, 2007, 03:23 PM This is slightly OT, but Worship the Darkness seems a bit cumbersome - 'We demand that you convert to Worship the Darkness' just doesn't seem to work. I think something like Melkorism or something would work better.
thomas.berubeg Sep 04, 2007, 03:25 PM doesn't sound very good, though. Just adding the ism after a word... i don't know.
xmen510 Sep 04, 2007, 06:10 PM Worship Of The Dark Valar.
Worship Of Melkor.
Worship The Shadow & Flame.
Uzemer Sep 05, 2007, 07:26 AM First post edited. :)
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Why don´t we use Sindarin/Quenya for the names of the religions?
T_F Sep 05, 2007, 03:43 PM Something like
'Veuya Melkoro' - 'to serve Melkor' (there's no word for 'worship', and I don't know how to convert verbs to nouns)
'Veuya Eru'/'Cálë Amano' (Light of Aman)
etc.
thomas.berubeg Sep 05, 2007, 06:21 PM Sounds pretty good :goodjob: we should probably use those.
T_F Sep 05, 2007, 07:40 PM Yeah - my Quenya is horrible, but it's serviceable.
Elda King Sep 06, 2007, 03:36 PM Yes, I didn't think about using quenya names for religions... Though my quenya is probably much worse than yours. But I've tried to avoid making the evil-religion either Morgoth or Sauron based. Perhaps Veuya Daedeloth and Cálë Amáno. Any idea about the others?
T_F Sep 06, 2007, 07:06 PM How about 'Nâla Mahalul' for the Dwarves? I think it means 'the path of Aulë'.
And it would be 'Veuya Ossë' instead of 'Veuya Daedeloth' - 'daedeloth' is a Sindarin word (and it doesn't make any real sense due to the fact that Ossë also is the name of a Maia). Though I love the idea.
Elda King Sep 07, 2007, 06:28 PM Nála Mahalul is fine. And I really didn't think a lot about that name... Though now I came to think, it would make no sense to have a quenya name for the evil religion. Morgoth and Sauron would never use it. Maybe call it Durbatulûk, "to rule them all", one of the only words in the Black Speech we have. Or let Worship the Darkness, Sauron really made the Númenoreans worship the Darkness (ass well as Melkor).
T_F Sep 07, 2007, 07:36 PM 'Durbatulûk' is awesome, especially considering that that was Melkor's overarching intent.
thomas.berubeg Sep 08, 2007, 08:56 AM that sounds good. i'm still not done replacing the techs with ours, but i'll do the religions as soon as i'm done.
Elda King Sep 09, 2007, 09:49 AM I just got BTS and didn't start modding anything yet... I'll do religions/civics and the alike, the "minor" files, while you do the civs. Then we may start units... About replacing techs, you mean removing references to the older? Simply use a "find and replace" option on your program, and replace all with the "Disable" tech. Later we'll have to edit these files anyway, and most of the units/buildings/resources/etc will be changed or removed.
thomas.berubeg Sep 09, 2007, 11:40 AM that's what i'm doing: i've just come acroos somthing wierd that i'm trying to get rid of... this error message:
http://static2.filefront.com/images/personal/t/thomasberubeg/89243/goodgzxsrf.jpg
Elda King Sep 09, 2007, 05:15 PM Undo wathever you were doing. NOT ANOTHER BIG BAD BUG! :cry:
Did you edit the civics file so far? Maybe the problem is that no civics are available... Or maybe the problem is with the starting civics of each civ. Or, the worse of all, the problem could be in a file that makes reference to the civics file. What exactly did you edit between the last time it worked and this bug?
thomas.berubeg Sep 09, 2007, 05:17 PM all i've done is techs... i asked around, and was told that that might be because i've gotten rid of specialbuildings... i'll try putting them back in.
NamesAreUseless Dec 30, 2007, 09:36 PM I keep hearing that the Sinking of Beleriand and Numenor are impossible, but for some reason I think I have an idea:
First off, you would need to get rid of all cities, improvements (roads and mines and the such), units, etc. This is the best part: sending a ton of invisible nuke units to hit all over Beleriand (have them all be Nature Civ units)! The glorious wrath of the Valar has come! :eek:
Now with all the cities/improvements/etc. gone, its time for some massive terraforming.
You know how Workers can cut down a Forest tile and it becomes a Grass tile? All its doing is converting a specific tile into another kind. Could this instruction be edited so that it can convert a specific tile into a Water tile as opposed to a Grass tile?
Is there a way to make an invisible Worker-like unit that can convert a certain terrain tile into a water tile? If so, have invisible, flying Worker units (also Nature civ) spawn at all non-water tiles in Beleriand, and they would begin terraforming on that turn.
The only problem is that you would need different workers for different tiles they appear on. You would need one that could terraform a Grass tile into a Water tile, or a Tundra tile into a Water tile, etc.
This "Sinking of Beleriand" would obviously be an Arda-only map event, set up for that specific scenario.
If the mass terraforming idea is impossible, then the least you could do is spawn nukes all over Beleriand! :lol:
thomas.berubeg Dec 31, 2007, 09:11 AM no... it doesn't eed to be that much work...
i think it would be possible to create an event or action that turns everything within a certain area water... we'de have to work out everything, but it should work.
Elda King Dec 31, 2007, 10:05 AM I don't think we really need this... And it isn't that easy, as forest is a feature, not a base terrain, so it's easy to simply remove it and let the base terrain: tundra, grassland, plains, etc. Now, changing from grassland into water a (and removing the features, as we don't want forests on the sea). And there are other problems with this. We would need to assure the nukes hit only adjacent squares, that everything in these tiles is destructed and not only damaged, that the workers appeared in the same tiles that were attacked, that they could not move, that they performed the task in one turn, that no unit entered the bombarded area between the nuclear attack and the spawn of workers, that the workers were not detectable in anyway (not even by great spies, or in crowded tiles), that the workers would disappear after it to avoid the great money costs to the Nature... And it would be unbalanced. If we could simply put a script that changed some land outside everyones borders into water, it would be OK, but we don't really need this.
thomas.berubeg Dec 31, 2007, 10:08 AM i really think it doens't need to be as complex as your all making itout to be...
Elda King Jan 01, 2008, 10:31 AM Yes, probably it's simpler, but I don't like being too optmist about this kind of thing - too many things to go wrong, after all.
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