Events need additional information

Inkling

Warlord
Joined
Oct 17, 2007
Messages
182
There are a number of events which could benefit from providing additional information where possible. One of these has an alchemist offering to convert a gold/copper vein to the opposite(i guess thats actually two events). In a recent game i thought i had two sources of gold, i knew i had no sources of copper, so it seemed a good deal, unfortunately i had only one source of gold, blowing it for copper and loosing the happiness boost sent my cities into unrest.
Another has a harpy being raised from an egg that can become a great bard for 5 unrest, it would be beneficial to know how much unrest i have to spare in the city in question.
I know there are a few others, though i can't remember them at the moment. I'm not sure how easy it would be to retrieve this information and display it with the event, but it would definitely help in making more informed decisions as opposed to click and hope, reload if you are wrong.
 
I'm still confused by the crime solving event, where you have to choose wether to convict the wife, butler or gardener of the man who is killed. I never understood what happens when i choose one of the options. Sometimes i get a smiley with 'x' for eyes, then i assume i've chosen something wrong. I suspect it has something to do with your alignment or race, but i'm not sure.
 
I'm still confused by the crime solving event, where you have to choose wether to convict the wife, butler or gardener of the man who is killed. I never understood what happens when i choose one of the options. Sometimes i get a smiley with 'x' for eyes, then i assume i've chosen something wrong. I suspect it has something to do with your alignment or race, but i'm not sure.

snipped since i can't use spoiler tags
its basically a logic puzzle... ...There are a couple others like that which i can't remember, and ultimately the benefit of guessing right is a waste, as it only gets you like 5-10 turns of happiness in the city in question,(or unhappiness if you guess wrong) and as i have argued before, what are you really going to do with 5-10 turns of happiness, but i digress

But yes, the benefits need to be a more obviously expressed in several of the events. i mean i understand you can't tell me what i get for each option, as that defeats the purpose, but when i choose the option, i am often at a loss as to what the option did, i never see any text which really explains the effect(sometimes you get a "your people are dissapointed in your leadership" or some such text, something more obvious would be nice)
 
Another has a harpy being raised from an egg that can become a great bard for 5 unrest, it would be beneficial to know how much unrest i have to spare in the city in question.
There is an option at the bottom of the event screen that allows you to view the details of the city in which the event is taking place. This will allow you to see how much spare happiness the city has available.

Sometimes i get a smiley with 'x' for eyes, then i assume i've chosen something wrong.
When you choose one of the options, the game informs you whether you chose well (green text) or poorly (red text). This message appears in the top center of the screen, below the research bar, where other messages appear. Like other messages displayed in this area, the message will fade and so you must see it quickly. Also, there is a limited amount of space in this area for messages, and so if other messages are displayed here after the event dialog then the event message will be pushed out of visibility.

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If you post details about the results of specific events, please do so in spoiler tags for the sake of those who may want to encounter such details for the first time in the game.
 
I would really like to know what, if anything, the werewolf one does. Where you choose to close the portcullis on one man, or risk the lives of five. I've never seen it to have any effect, regardless of choice, alignment, or civ.
 
There is an option at the bottom of the event screen that allows you to view the details of the city in which the event is taking place. This will allow you to see how much spare happiness the city has available.

Are you sure this is present for every event?. Perhaps selecting certain games options disables it? If you are sure its there its time for me to reinstall.

When you choose one of the options, the game informs you whether you chose well (green text) or poorly (red text). This message appears in the top center of the screen, below the research bar, where other messages appear. Like other messages displayed in this area, the message will fade and so you must see it quickly. Also, there is a limited amount of space in this area for messages, and so if other messages are displayed here after the event dialog then the event message will be pushed out of visibility.

This is something that really needs to be modified. Far too many people are reporting bugs when not being able to cast spells, not being able to research things, because events and important messages are getting buried far too quickly by a host of messages alot of us have learned to ignore because generally its nothing but irrelevant stuff anyway.
And in this case, while present, the effects are often not listed even if you do see the text in time, you have to hunt around to try and figure out whats going on when any number of other factors could be causing whatever effects you see in the city at the time of the event.
Seriously, certain messages should have a pop up or occupy the center of the screen or something. Big Ugly flashing letters occupying half the screen saying "the amurites have cast their world spell and disabled all spells and abilities", well no, but something.

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If you post details about the results of specific events, please do so in spoiler tags for the sake of those who may want to encounter such details for the first time in the game.

Offending information removed.
 
Are you sure this is present for every event?. Perhaps selecting certain games options disables it? If you are sure its there its time for me to reinstall.
It isn't present for all events, but it is present for the harpy event. I might be mistaken, but I think it's present for all the events for which inspecting the city would be important. For example, the murder event does not have that option, even though it can affect a city, because which response you choose has nothing to do with the city itself.

And in this case, while present, the effects are often not listed even if you do see the text in time, you have to hunt around to try and figure out whats going on when any number of other factors could be causing whatever effects you see in the city at the time of the event.
Seriously, certain messages should have a pop up or occupy the center of the screen or something. Big Ugly flashing letters occupying half the screen saying "the amurites have cast their world spell and disabled all spells and abilities", well no, but something.
I agree completely. World spells should have popup alerts for all the (other) players, and events should have a popup to offer choices (as it is now) and another popup to report the results of the choice. It would also be helpful if the event log retained event messages (and results messages) for a turn or two. Some event messages don't seem to even be retained on the turn the message occurs, unfortunately.
 
I think these are all great ideas. :goodjob: I'm almost definitely sure a pop-up with the effects of a world spell can be given to all players when it is cast. And I think it would be possible to have a "results" pop-up after choosing one of the options of an event, although some events (like those that give Golden Ages) probably don't *need* to have a results pop-up to understand what they are about. However the werewolf event, the murder event etc. really do need a results pop-up.

Kael, is it feasible to store more of the events, options chosen and results messages in the log (for events that need them) for at least a few turns? :king:

Best regards,
Steven.
 
It isn't present for all events, but it is present for the harpy event. I might be mistaken, but I think it's present for all the events for which inspecting the city would be important. For example, the murder event does not have that option, even though it can affect a city, because which response you choose has nothing to do with the city itself.

I agree completely. World spells should have popup alerts for all the (other) players, and events should have a popup to offer choices (as it is now) and another popup to report the results of the choice. It would also be helpful if the event log retained event messages (and results messages) for a turn or two. Some event messages don't seem to even be retained on the turn the message occurs, unfortunately.

I feel the need to apologize on that one, if i seem harsh, as it is most certainly not the fault of kael and company that many of the tools are less than adequate for their intended purpose. That said, given the level of confusion that can occur, they really need to do something.

I would really like to know what, if anything, the werewolf one does. Where you choose to close the portcullis on one man, or risk the lives of five. I've never seen it to have any effect, regardless of choice, alignment, or civ.

I have no idea what the different options do in regards to this event, i am assuming its a multi-parter, because i've never seen any immediate effect or explanation from either option(or the effect was buried). but i've also never gotten a second part to this quest, so unfortunately i am no help. anyone know? as i am curious too.

I am still trying to figure out why it would take longer for the werewolf to devour one man pushed infront of it than 5 it is chasing down... I assume i am misreading something.
 
I am still trying to figure out why it would take longer for the werewolf to devour one man pushed infront of it than 5 it is chasing down... I assume i am misreading something.

I think it's just flavour and the choice doesn't have any effect on the gane. One of the backstories mentions it. I guess we ought to dust off the Magister-Signal to remind us which. :)
 
I think it's just flavour and the choice doesn't have any effect on the gane. One of the backstories mentions it. I guess we ought to dust off the Magister-Signal to remind us which. :)

I think it's Ethne's story, or at the very least Ethne is involved.
 
Here's the text from the XML file:

Ethne tossed in her sleep. She was haunted with visions of wicked step-sisters, Sidney in her blue and yellow dress, Dain, and a dinner table that extended into darkness. Tomorrow she would have to decide if she was going to commit her people to a war against the Infernal that many would never return from. If she didn't the Infernals would crush the Amurites, who were already on the verge of collapse. But if she joined the war it would escalate further and even more would die.
In her dream Hyborem sat at the end of the dinner table.
"Your logic guides you to one decision, and your morality to another." Hyborem stated.
"Yes." Ethne found herself unable to lie to the Lord of the Balors.
"Morality is an illusion, a dream without reason. It is the shifting wind." There was no trace of magical persuasion in Hyborem's voice and Ethne was free to respond as she wanted.
"A queen must be more than an accountant emotionlessly weighing one option against each other. Morality sets our goals, logic tells us how to achieve them."
Hyborem smiled, though it was empty of emotion.
"Imagine that you stand on your palace wall..."
As Hyborem spoke Ethne could see the city surrounding her palace. It was a quiet autumn night and the city was lit by occasional lanterns and moonlight. Then guard bells rang out. Ethne could see men running along the street. Five ran along the palace walls seeking the security of the palace gate. Another man ran off into the city.
Guards along the palace walls starting shouting warnings and a werewolf lumbered out of the shadows, chasing after the group of five men. The five men rushed through the palace gate and the men called for Ethne's order, if they should drop the gate portcullis or not.
"If you close the portcullis" Hyborem's voice cut through the scene, "the five will live, but the werewolf will turn on the single man running into the city and kill him. You save five men, but you doom another. What is the morale thing to do?"
"I would drop the portcullis and save the five men" Ethne answered. As she did she saw the scene play out. The werewolf turned and cut down the single man before fleeing the city.
The scene changed, once again Ethne stood on the palace wall, and once again the guard bells started ringing. Five men ran along the palace wall, but there was no man running into the city. Instead a man stood beside her on the wall, watching the attack below.
This time the werewolf was closer, the five men wouldn't be able to reach the palace gate in time.
Hyborem's voice cut in again, "Again five men will die if you do nothing. Again you can save them by sacrificing one man. But this time you must push that man off the palace wall. If you push him he will fall in front of the werewolf, who will stop to kill him, giving the five men enough time to get into the palace. What is the morale thing to do?"
"I would not push the man off the castle wall." Ethne said confused.
"This is the illusion of morality" Hyborem said as the scene faded back to the room with the table between them, "In both cases you have the same options, but you make different decisions in the name of morality. If you want to stand against the Infernal do it because it will save the most lives, it will increase your power, you will gain the treasures of hell. But do not allow your throne to be ruled by the wind."
Ethne awoke, it was dawn and her meeting with the Amurite diplomats was a few hours away. She didn't feel like she had gotten any sleep at all, and the day was only going to get worse.
 
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