View Full Version : Has anyone successfully used a delayed event?


jefmart1
Feb 03, 2008, 07:23 PM
If so, please post the XML you used. Because I followed the XML in the BTS modders guide and that doesn't seem to work...

jefmart1
Feb 05, 2008, 11:00 AM
*Bump* Anyone?

renegadechicken
Feb 05, 2008, 03:35 PM
I tried using it once as well, but it did not work the way I wanted it to. My event was for Final Frontier, so the event affected a starship.

Something goes wrong with a unit's engines (it cannot move for 4 turns), and the player has two choices: 1) that sucks (unit can't move for 4 turns), or 2) start an investigation! (unit can't move for 4 turns, 50% chance of agent being discovered). If an agent is discovered, three choices are available to the player (like return the spy for relationship boost, torture him for espionage boost, or declare war).

But where I used the delayed event was if the player chose option 2) start an investigation, but no agent was discovered. If no agent was discovered, a text was supposed to pop up two turns later and let the player know that the investigation ended with no leads, which it would do, but for some INCONCEIVABLE reason it also announced the "world news" text for the FIRST event (i.e., Halian ships are rumoured to be having trouble with their engines). I tried and tried, but no matter what I did, I couldn't get it to stop announcing that. Go figure. But on the plus side, the delayed event DID work (just with an unacceptable "twist"). If you would like the XML, I could easily reproduce it, but after a lot of playtesting, I just couldn't get it to stop announcing OTHER events' "world news" texts, and I have no idea how they could possibly be linked. :(

jefmart1
Feb 06, 2008, 09:43 AM
I think I know why it kept announcing the first event. The eventrigger was still good.

I had that problem originally. I'm trying to create a temporary resource. I have a unit create a building which provides the reource. The event was triggered by the existence of that building and then a delayed event was supposed to remove it 5 turns later. But since it was a recurring event it kep triggering because the building was there and the delayed event never happened. So I got around that by having the event remove the building and a second event add in another similar building with the resource, then a delayed event was supposed to remove that building.

But the delayed event isn't working. What xml did you put in for the delayed part?