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  #11  
Old June 16th, 2002, 12:05 AM

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Default Re: A question about Events in Gold

hmmmm.
Tried having the settings for event frequency set to 999, but it won't load the settings.txt file. So I tried 990, same. Tried 900, same. Tried 99 and it loaded but no events happened. How does the events settings work now? Is it still based on 1000 = 100%?
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  #12  
Old October 1st, 2002, 11:52 PM
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Default Re: A question about Events in Gold

Ditto on the Last question. Anyone ever figure this out.

I started messing around with this concept my self with the same results. The events don't seem to trigger.

My desire was to have a Warp engine component that could open up a worm hole. (basically the same as the current component but much cheaper and would not be destroyed) The obvious downside is the zillion worm holes you'd end up with. I wanted to create a situation were the only event was Close Warp Point and it happened very frequently.
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  #13  
Old October 2nd, 2002, 12:10 AM
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Default Re: A question about Events in Gold

Check out this thread. It has some answers.

http://www.shrapnelgames.com/cgi-bin...3;t=006780;p=1
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  #14  
Old October 2nd, 2002, 12:33 AM
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Default Re: A question about Events in Gold

Quote:
Originally posted by DavidG:
Ditto on the Last question. Anyone ever figure this out.

I started messing around with this concept my self with the same results. The events don't seem to trigger.

My desire was to have a Warp engine component that could open up a worm hole. (basically the same as the current component but much cheaper and would not be destroyed) The obvious downside is the zillion worm holes you'd end up with. I wanted to create a situation were the only event was Close Warp Point and it happened very frequently.
I doubt this would work but is it possible to just make the Warp engine component create not just a normal Warp point, but a special one that closes the next turn? Like make it have some special ability that causes it to close after 1 turn of being in space.
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  #15  
Old October 3rd, 2002, 01:45 AM
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Default Re: A question about Events in Gold

Quote:
Originally posted by bearclaw:
hmmmm.
Tried having the settings for event frequency set to 999, but it won't load the settings.txt file. So I tried 990, same. Tried 900, same. Tried 99 and it loaded but no events happened. How does the events settings work now? Is it still based on 1000 = 100%?
We have done extended event simulations long time ago. Keep in mind, the first 20 turns are always eventless, unless this has not been patched out, but I do not think so.

Try this: Mod your event.txt in a way that it ends up with one event of every severity, because severity has an influence on the event frequency. Mod the remaining events to let them just display the severity txt, like "catastrophic".
Set up a single player game. Under Empire Options: turn off "show log at start of turn", and turn off "display confirmation dialog when ending turn"

Press F12 or keep it pressed until the events appear in the logscreen, make a notch for every severity.
The number of events is somehow fixed with the frequency entry, the events are evenly distributed to every player, unless they do not have lucky trait or similar like fate shrines. This means in the single player simulation you get all of the events of course.

I wonder if something about this has changed within the Last year, so you know where to publish the results.
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