Events |
Are events implemented? Even on 'High' frequency and 'Catastrophic', I can't recall ever seeing one, ever.

Re: Events
I think the news bulitin screen could use some streamlining. Maybe one line for each report, then click on it to see more. I ususally don't even look at it more that the first couple items like which colonies got made that month.
I bet there is a way to screen out the noise, like there is in most of the other places.
SEV, more than a feeling.
Re: Events
From what I understand, events are not implemented. They're turned off or something currently.
The events you're describing, at least in stock to my knowledge, are the results of sabotage missions by other empires. Haven't seen earthquakes, but I know you can read specifically about ship mutiny and plague creation via intelligence missions.
"Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been and will always long to return." ~Leonardo DaVinci

Re: Events
Events do occur. Some events like Star Destruction though are not.
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Re: Events
In SE IV planets would explode, has anyone ever had that happen on
SE V?

Re: Events
It's an event, but like star destruction, I don't think it actually occurs when the countdown is up.
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Re: Events
What about derelict ships, as I've been browsing the files in the SEV directory there where some picture relating to 'Finding a Derelict ship'... any thoughts?
This is probably the only issue I have with SEV... unique things like events don't really occur, the one and only thing I preferred in GalCiv 2 was the events that occurred when you colonised a planet etc... and you even got a choice of what to do.

Re: Events
I always play on Catastrophic/Max frequency, and so far I only got hit by a plague lvl 1... The events are not frequent enough! I have yet to see an instable star flare or collapse...
Re: Events
Is there a mod to make events occur more often?

Re: Events
I put events on Average and so far, I ve only seen 1 event (an Eartquake that barely touched one of my colonies). I think events ocurrency should be fixed.
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Learn to overcome the crass demands of flesh and bone, for they warp the matrix through which we perceive the world. Extend your awareness outward, beyond the self of body, to embrace the self of group and the self of humanity. The goals of the group and the greater race are transcendent, and to embrace them is to achieve enlightenment.
* Chairman Sheng-ji Yang, "Essays on Mind and Matter"
Re: Events
I remember when the game came out the events weren't working and that it was on the to patch list... guess it hasn't been patched yet.. sad. Anyone know a way to mod them into the game to work right? I'm actually at the point where I'm just going to start playing SE IV Deluxe again while waiting for SE V to get up to speed... sad...
Kyle
Re: Events
SOME events are broken- the timed ones, as far as I can tell (eg "You have 30 turns before your star explodes".) The others seemed to be working all right when I tested it, and if they don't it should just be a matter of a script tweak.
Re: Events
I have had 2 earthquakes in my current 1.33 single player game that killed the entire populations on those planets.

Re: Events
The reason for the low visibility of events is that the event probabilities are for all the players. For example, on medium chance, there is a 10% probability or 1 in 10 turns chance of an event occurring amongst all the players. The more players, the less likely you'll have an event happen to you.
The default chances:
None: 0%
Low: 5%
Medium: 10%
High: 25%
I haven't done much with the event script in the Balance Mod, but I will boost the rates for events at least in v1.06.
And as Phoenix-D said, timed events are broken and require a hard-code fix I believe.
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Re: Events
Cap'n, which file is it that needs to be tweaked to increase the event chances? I'll probably adjust it to 10%, 25%, 40% and ofcourse 0 for none. And I'm right in guessing this wouldn't take effect in current games?
Kyle

Re: Events
The chances are set in Script_Main_ExternalEvents.txt file (located in Utilities\ScripParser\SE5Main(?)\. You'll need to use the Script Parser to re-compile this file after any changes and place the updated .csf (compiled script) into the data folder. The changes will take place immediately when re-loading a game.
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Re: Events
Glad that it'll work with saved games... took forever to get a really nice system.
function External_Events returns boolean
vars
event_happened: boolean
event_freq: long
chance: long
event_id: long
begin
set event_happened := FALSE
set event_freq := Sys_Game_Settings_Get_External_Events_Frequency()
set lng_Event_Severity := Sys_Game_Settings_Get_External_Events_Severity()
set chance := Sys_Get_Random_Long(1, 100)
case event_freq
EVENT_FREQUENCY_NONE:
set event_happened := FALSE
EVENT_FREQUENCY_LOW:
if (chance ,= 5) then
set event_happened := TRUE
endif
EVENT_FREQUENCY_MEDIUM:
if (chance ,= 10) then
set event_happened := TRUE
endif
EVENT_FREQUENCY_HIGH:
if (chance ,= 25) then
set event_happened := TRUE
endif
endcase
EDITED so , equals the less then sign... the less then sign kept cutting off the rest of the text...
Change those to what I want, yes? Like to make sure I'm making changes right before I make them. So change them and run the script parser when I finish, yes yes? Thanks for the help Cap'n.. now if there was only a way to fix the timed ones... but I can live with my stars and planets not exploding unless someone makes it do so.... :has flashback from SE IV of his home system that was build up and the greatest system in the galaxy being lost when the star exploded....:
Kyle

Re: Events
The section you posted is the correct one to make the changes to increase frequency.
In order to use the greater or less than signs, you need to select "escape" html under the Input format option when making a post.
The events in SE:V has a condition not to select home systems for star events etc.
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Re: Events
they are I have had several but some times they get lost in the rather crouded news bulitin. I have seen earth quakes ships mutanys plagues some times bad one amungst other things