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Old December 4th, 2001, 04:49 PM

Mark Walton Mark Walton is offline
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Default Re: Do the Religious Shrines work?

Methods

///////////////////////////////////////////////

QuandrantTypes File :

Name := AAATEST
Description := Just a test.
Min Dist Between Systems := 1
System Placement := Random
Max Warp Points per Sys := 5
Min Angle Between WP := 60
Number of System Types := 1
Type 1 Name := TestMW
Type 1 Chance := 100

///////////////////////////////////////////////

SystemTypes File:

Name := TestMW
Description := Test system.
System Physical Type := Normal
Background Bitmap := Starmap.bmp
Empires Can Start In := TRUE
Mask Background Objs := FALSE
Non-Tiled Center Pic := FALSE
Number of Abilities := 0
WP Stellar Abil Type := Normal Warp Point
Number of System Objs := 2
Obj 1 Physical Type := Star
Obj 1 Position := Ring 1
Obj 1 Stellar Abil Type := Normal Star
Obj 1 Size := Any
Obj 1 Age := Any
Obj 1 Color := Any
Obj 1 Luminosity := Any
Obj 2 Physical Type := Planet
Obj 2 Position := Ring 6
Obj 2 Stellar Abil Type := Normal Planet
Obj 2 Size := Medium
Obj 2 Atmosphere := None
Obj 2 Composition := Rock

///////////////////////////////////////////////

Events file :

Type := Planet - Population Change
Severity := Catastrophic
Effect Amount := -10
Message To := Owner
Num Messages := 1
Message Title 1 := Event
Message 1 := [%ActualAmount]M lives on [%PlanetName] have been lost in the terrible results of the rogue experiment. Somehow, the planet itself has survived intact.
Picture := PlanetDestroyed
Time Till Completion := 0
Num Start Messages := 0

///////////////////////////////////////////////

At front of Facilities file:

Name := Bad Shrine
Description := Seers who predict the future and can cause disasters.
Facility Group := Religious
Facility Family := 29
Roman Numeral := 1
Restrictions := None
Pic Num := 36
Cost Minerals := 1000
Cost Organics := 1000
Cost Radioactives := 1000
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Change Bad Event Chance - System
Ability 1 Descr := Increases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1 := 10000
Ability 1 Val 2 := 0

Name := Good Shrine
Description := Thoughtful seers who predict the future and can avert disasters.
Facility Group := Religious
Facility Family := 29
Roman Numeral := 1
Restrictions := None
Pic Num := 36
Cost Minerals := 1000
Cost Organics := 1000
Cost Radioactives := 1000
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Change Bad Event Chance - System
Ability 1 Descr := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1 := -10000
Ability 1 Val 2 := 0

///////////////////////////////////////////////

1. Generate a large map (this will be single rock/none worlds throughout)

2. Set Events to High / Catestrophic.

3. Set players to 10 worlds.

4. Create a Rock / none race.

5. Set no AI races, low numbers Neutrals.

6. Start Game

7. Set empire option; no confirmation on end of turn.

8. Scrap a Mineral Miner at each of two worlds.

9. On one, build a "good" facility. On the other, build a "bad".

10. Put a heavy weight on the f12 key. Wait for Messages to pop up.

11. Note the location of each message (which will be "the event"), then click close.
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