[BtS] SolversEvents - more random events

Solver

Mohawk Games Designer
Joined
Mar 22, 2002
Messages
1,684
Location
Sweden
Following is a small release of my mod adding some extra events to the game. It's something I toyed with during development of BtS and is largely intended as an addition to my event modding guide. This first release is quite small, although I hope to be able to include some more interesting events later.

The release includes these new events:

Civ Game
Immigrants
Healing Plant
Great Beast
Controversial Philosopher
Jail Security
Defecting Agent
Discovered Infiltrator
Nuclear Protest
Better Coal
Broken Dam
Rabbi's Writings
Golden Buddha

Extra additions in 0.2:
Preaching Researcher
Toxcatl
Dissident Priest
Industrious Villagers
Rogue Radio station
Anti-monarchists
Impeachment

Not to spoil anything, but I think that the Discovered Infiltrator event is a pretty good one and unlike most events that are in.

A small balance tweak included for the Comet Fragment event. I believe balance to be important for events. The mod also includes code for the Slave Revolt Warning thing mentioned in my modding guide, but it's not active. Updates coming later if people are interested in new events / quests :)

To install, unzip in your BtS mod folder and select the mod in-game.

Latest version: 0.2 (August 19)

Note: You do not currently need to use this mod. August 19 version of the mod is included in the official 3.13 patch. I will be creating and releasing more events, though :)
 

Attachments

  • SolversEvents-0.2.zip
    63.9 KB · Views: 1,624
Yea, this rocks. Random events are one of my favorite parts of the BtS expantion and games in general. Please keep up the work on this, it is very much appretiated. :)
 
Excellent. More more more!!!
 
By the way, while the amount of new events isn't high here, it features some things that BtS doesn't in release, such as an event that later reverses itself. In the Healing Plant event, one of the choices gives you a penalty, but that penalty is reversed when you get a certain tech.
 
I have another small batch of events that I have thought of but not yet implemented. If I have the time, I'll do so as early as today, but I will expand soon at any rate. Now to think of some quests...
 
I have another small batch of events that I have thought of but not yet implemented. If I have the time, I'll do so as early as today, but I will expand soon at any rate. Now to think of some quests...

Fantastic, this will help out immensely, QUESTs will be down the road, awhole lot of fun. :p
 
I guess I'll just keep updating this thread as I go, just created 3 more events, one of which is really interesting, IMO.

Extra additions on 31.07.:
Jail Security
Defecting Agent
Discovered Infiltrator

Not to spoil anything, but I think that the Discovered Infiltrator event is a pretty good one and unlike most events that are in.

If anyone's already playing with the mod, though, don't download any new versions until finishing your current game, adding new events breaks savegame compatibility.
 
You better give me a quest idea :p
 
How about a quest for the "Ark of the Covenant", can only be awarded to The Knights Templar.
Quest for the "Golden Fleece", using ships but you need the Temple of Zeus to accomplish such task, or things like this??
 
Hey, interesting mythology tie-in there. Now to wait for the idea to form in my head.
 
You better give me a quest idea :p

I have no idea what quests already exist beyond the few "Create so many of building or unit X before a certain time period." but a possibility I thought of (easy enough come up with the ideas when you're not the one having to code it) but are there any sort of "Escort unit to city deep in the territory of an Civ you are at war with"? Like some specialy created "worker unit" that actually can't actually make any improvements and you need to get it to a certain enemy city alive. No clue how feasible this is but just the idea of a dangerous escort mission with some comepletely defenseless unit.

Please excuse me if such quests already exist.
 
Solver can these events be added to a game already in progress? i.e. can they be added straight to the main Custom Assets folder rather than only being loaded in as a mod?

Excellent work!

Edit: Mission reward ideas:

+1 to ship movement
+1 to ship capacity
 
DrJambo, unfortunately no. Any mod that adds new events isn't compatible with savegames - if you try to load a save, the game will just fail.
 
Solver can these events be added to a game already in progress? i.e. can they be added straight to the main Custom Assets folder rather than only being loaded in as a mod?

Excellent work!

Edit: Mission reward ideas:

+1 to ship movement
+1 to ship capacity

Yeah, I too would love to have these added to the core game so I can see them in the Gods of Old or Next War mods. But, as he said these new changes will even break the save games of this very mod, I'm sure you can't plug them into an existing core saved game.
 
On the other hand, you could include custom events in some mods. It wouldn't work well with something like FFH, but for NextWar, why not.
 
On the other hand, you could include custom events in some mods. It wouldn't work well with something like FFH, but for NextWar, why not.

Right, so being clueless here, hwo do I simply plug your new events into my core game?
 
Top Bottom