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-   -   Events (http://forum.shrapnelgames.com/showthread.php?t=27867)

OG_Gleep March 3rd, 2006 12:28 PM

Events
 
Is there a way to manipulate events in any way (add/remove, edit reward/penalty, edit frequancy, edit conditions, etc.)

Also, I tend to see the same events over and over again. I have read the list, but unfortnately it just breaks it down into good and bad. Is there any file that inidicates how often its suposed to appear?

Endoperez March 3rd, 2006 04:10 PM

Re: Events
 
You can't mod events. However, you can mod items' research levels (which affects which items can be received from events), and units the event would give you. Not much more besides those, I'm afraid.


Random notes about events:
There are common and rare events. Then there are good and bad events. Most events have some kind of requirements. Examples:

Barbarian horde attacking is a Rare Bad event.
Another, Common Bad event might be Barbarians attacking, with requirement of, say, 30+ unrest.
A Rare Bad event might be Knights attacking, with requirement of 70+ unrest.

A rich prince dying is a Rare Good event, with Death requirement (and probably Luck as well).

Finding magic items and/or gems require Magic, I think, or at least they don't appear in high Drain.

NTJedi March 3rd, 2006 04:30 PM

Re: Events
 
Hopefully Dominions_3 will allow map makers to create and setup events. This feature could really make for some interesting maps. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Endoperez March 3rd, 2006 05:30 PM

Re: Events
 
How are events connected to maps? I always thought they would be edited in mods, if anything.

That is quite unlikely, IMO - there are so many exceptions, so many special cases. The best we could hope for would probably be being able to redefine requirements, and disallow spesific events.

Cainehill March 3rd, 2006 07:03 PM

Re: Events
 

Think NTJedi's talking about having a map scenario where, say, on turn 20 Marignon is given reinforcements, or a barbarian invasion is setup for an exact turn # / province, etc.

Essentially, allowing semi-scripted scenarios to be done via maps.

NTJedi March 6th, 2006 03:26 PM

Re: Events
 
Cainehill is correct... being able to setup unique events for nations and/or provinces can make a map more interesting... such as earthquakes, volcanoes, and/or creating a storyline for gamers to experience.

example:
Event: Give ERMOR
Commander: Demon Knight
Items: Marble Armor; Amulet of Antimagic
Units: 30 Demon Knights
Province: Ermor Capital
Day:58
post message to human players:
"Ermor has recalled his greatest knights from a distance land to remove his enemies from the realm."

shovah March 6th, 2006 04:27 PM

Re: Events
 
i like that example :p

OG_Gleep March 12th, 2006 10:40 PM

Re: Events
 
Hrm, that could make a MP game very interesting. Every 5th (or whatever the interaval is) turn, every race would get an event that gave them reinforcements. That would make a war pretty cool. You have someone on the ropes, but you know the next turn they are going to get some serious help, while yours will arrive miles away at your capitol.

Endo: You mentioned that every event is classified as rare/common. You also mentioned that there are requirements. In the event list, it does list the requirements of certain events. Are those the only one with scale requirements? Or are those the only ones that the OP could confirm?

Endoperez March 13th, 2006 01:43 AM

Re: Events
 
No idea. http://forum.shrapnelgames.com/images/smilies/laugh.gif
I just wrote what I remember reading. My finals start today, though, so I doubt I'll have the time to look the post up anytime soon.


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