[BtS] SolversEvents - more random events

hi,
i have a quastion,
i want to create a mercenery system, but niine will wrte me a code so,
i wondered,
i know i can make an event that can supply a unit and at the same time reduce money, that can give me what i want,

but how can i make the trigger players controlled trigger?
i thought of like give the ability to the player to build a "building" that cause the event for merc - there he can choose to get a unit for a price or not.
i want this event to repat it self each time the speciphic buiding is being built,

but the quastion is, does the event apear right after i finish building the designated merc building every time? or the event will occur n a random turn after gettting the needed buiding?

i would really appriciate an answer,
thanks in advance ,
keldath.
 
Yeah, that's the reason I've been quiet lately here :) So I'll put some new events up after the patch.

Keldath: check out my signature for a link to the event modding guide. It describes how to create events in quite some detail. Generally, though, you won't get anyone to write your code for you.
 
Solver, maybe you will be able to put those new events to the patch 3.13 before it will be released.
 
3.13 has the events I've released so far. And as Alex said, development of the patch is finished anyway :)
 
How about a War On Terror themed event.


Event: Your advisors would like to increase you nations survaillence of possible internal enemies.


option 1#: Wiretap suspects authorized by the court ( Gain small increase in espionage rate.)


option #2: Secretly wiretap all citizens without court authorization(Gain medium increase in espionage rate)(50% chance of being caught and receiving a number of unhappiness points.)


option#3: Secretly Wiretap only foreign vistors ( Gain medium increase in espionage rate.( 50% chance of being caught and receiving some negative diplo modifiers.)
 
Nice work Solver. :)


Another possible event...

Prototype

If researching tech that grants access to new unit...

Your research team has prepared an early version of a 'unit' for you use.

1) Send the 'unit' to the front! (Gain 'unit' with 25xp in capital)

2) Send the 'unit' back for further testing (gain X :science: where X is unit :hammer: cost).

3) Impress our friends. (friendly civ (friendliest first and down the list as long as civ is +4 overall relations and at peace)) gain triple X :gold: where X is unit :hammer: cost, other civ pays that :gold:)


Not sure how good an idea it was, just thought of it. :P
 
Quite a complex idea, but I’m sure you’ll find it inspiring:

Event #1: Tulip Fashion
Trigger: City with Grocer. Obsolete with Corporation
Beatiful breed of tulip was recently cultivated in [City]. It rapidly became a coveted luxury item and a status symbol.
1: I don’t care about flowers very much: +1 :culture: for Grocer in [City]
2: Those tulips truly are of great beauty. Why don’t we acquire some of the precious bulbs and invest in this new fashion? : Pay some :gold:. +1 :culture: for Grocer in [City]. Chance of looping to Event #2.

Event #2: Tulipomania
Trigger: City with Grocer. Event #1 occured.
The price of rare bulbs rapidly increases. Gardeners and merchants hope to reap benefits from tulipomania in [City].
1: Sell the flowers before the whole thing spirals out of control. : Get some :gold:. IF Event #2 occured before: Grocer loses all :traderoute: from previous Events #2.
2: Invest further! [City] will become a bustling tulip trade centre known all over the world.: Pay some :gold:. +1 :traderoute: and for Grocer in [City]. Chance of looping back to Event #2 OR Event #3.

Event #3: Bubble Bursts
Trigger: City with Grocer. Event #2 occured.
Catastrophe! With noone willing to buy vastly overpriced bulbs entire tulip market crashes.
1: All that remains is to count our losses. : Grocer is destroyed. Player loses 50% of :gold: from treasury. 3 temporary :mad: in [City].

Comments for Tulip chain of events:
1. They could be Dutch-specific events.
2. You may consider making these events affect several cities empire-wide, to illustrate the spread of Tulip-Mania.
3. It would be great if you could scale the effects of Event #3 in relation to number of instances Event #2 occured.
4. You could add extra options in Event #2. Like extra happiness, free Merchant specialists, more culture, +50% to buildning Grocers in other cities ect. Some of these options could be active only after Event #2 is triggered second or third time.
5. You could add Event #4 about cultivating black tulips. One time surge of :culture: and :gold: and improved relations with other Civs.
 
I'm glad this has been implemented in the official patch, the more events the better - these are great! :goodjob:
 
How about "X has stolen an atomic bomb from us!"
X gains on tactical nuke and you lose one and a -1 bonus with all civs except the one that stole it
 
How about "X has stolen an atomic bomb from us!"
X gains on tactical nuke and you lose one and a -1 bonus with all civs except the one that stole it

That's quite tough stuff to steal a nuke from someone...it wouldn't be very realistic imho. If you are able to sneak a nuke out of a country, you should get a great espionage bonus or something like that.
 
Fortification
Trigger: Construction, fully fortified unit on neutral or enemy (war-time only?) land
Military advisor suggests constructing permament defensive structures for our amry of [Unit], currently stationing outside of [nationality] borders.
1: Soldiers should be accustomed to living in tents.: Nothing happens.
2: Very well. :Pay some :gold:. Previous tile improvement destroyed. Put Fort on that tile.

This could be Roman-specific event. This could be automatic event (meaning, without option not to build fort and without having to pay money.)

I know Solver events were added to the game in latest patch. But has any previous event been changed (like nerfing the Shock-event)?
 
I love the idea of this mod, but I don't think I got it to work. I installed it as a mod, loaded a custom game using it and played all the way through until 1946 going for a domination win, and then cheesing out with the UN. I'm almost positive I never saw one of these events in the entire game.

I want to try it again, because these sound so good. If I start a new game now, using this mod and when the official patch is released install it (assuming saves are compatible) will I have to continue using this mod? Will that cause conflicts?
 
Is there a way for a quest to tie a Great Person to the first discoverer of a technology (like Great Merchant for the first one to Economics, but dynamically)?

In other words, say you have a Sputnik-type quest that, upon discovery of Rocketry, speculation abounds amongst the world's scientists about the viability of artificial satellites. The first civ that discovers "Satellites" then gets a free Great Scientist (the one that made the breakthrough).

Also, the quests invariably say that you will fail the quest if someone completes the requirements before you. Is it safe to assume that this would allow for quests based around being the first to build a certain National Wonder? You could have things like an Academia quest for being the first to build Oxford University, or Man on the Moon for being the first to complete the Apollo Program.
 
Bunch of ideas:

Supply Depot
Trigger: City with Industrial Park (near enemy borders if possible)
Industrial Park in [City] has been adapted for military use. It will serve as both staging area and logistics centre.
1: Approved. : 3 free units (as with Vassalage)

Debased Coinage (earlier & reversed Federal Reserve event)
Trigger: Metal Casting & Currency, not much gold in treasury (OR no income?)
Our coffers are nearly empty. Maybe next issue of coinage should contain less than the officially mandated amount of precious metals?
1: No, potential long-term damage to economy could be disastrous. : Nothing happens.
2: I need those money right now. Alloy the coinage with base metals. : Get much :gold:. +10% inflation.

Task Completed
Trigger: Worker currently building a tile improvement.
Due to favorable weather conditions, well managed logistics and hard work of construction crews [tile improvement] near [City] is completed ahead of schedule.
1: Send congratulations to the foreman. : Tile improvement is immidiately completed. Worker can move.

Comment: This event could be very powerfull if happened early in the game and have no impact at all during the late stages. Maybe it should only happen when player has more than 1, but less than 6 workers?
 
Common Sensei said:
Also, the quests invariably say that you will fail the quest if someone completes the requirements before you. Is it safe to assume that this would allow for quests based around being the first to build a certain National Wonder? You could have things like an Academia quest for being the first to build Oxford University, or Man on the Moon for being the first to complete the Apollo Program.

Good idea. In a similar way, maybe only the first 3 people to complete a National Wonder (like Oxford Uni) will get the associated quest, after the third person has built it. This would make it a race to build the national wonders (and whatever else has an associated quest), though I wonder if that is a good thing...
 
I had an idea for an event the other day when I was watching the news.

The popup comes up with something like, "A private hospital in [city name] has gone bankrupt."

A: "And I care why..?"

B: "Then we must help them." Spend some gold, get a Hospital in the city.

Just an idea. :)
 
What about an event invovling an arms race? First person to build x icbms and y tactical nukes?

Problem is coming up with a reward...
Small speed bonus to producing nukes? Range increase for tactical nukes? Small boost to evading interception?
 
I got a strange quest for hostile takeover -- gather 0 resources. I guess it calculates what resources I am still missing and then requires me to hook them up. And if I dont miss any resource, then it just doesn't require anything. Or there is a random number generator for the amount of resources required with minimum level left at 0?
special_task_error.JPG

Of course I completed the quest in the next turn without any special effort... :lol:

Sorry, no savegame (forgot about it).

And thanks, Solver, your events are great!!! :thumbsup:
 
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