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Home » news » forums » Space Empires V » Space Empires V General

Scenarios

inigma's picture
Submitted by inigma on Fri, 2007-11-02 18:13. Space Empires V General

Has anyone created, or scripted any scenarios for download and use in SEV?

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Cerberus's picture

Re: Scenarios

Submitted by Cerberus on Fri, 2007-11-02 23:27.

what do you mean by scenarios??

Objectives and such???

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Captain Kwok's picture
Mod Designer

Re: Scenarios

Submitted by Captain Kwok on Sat, 2007-11-03 08:38.

Scenarios in SE:V are basically save games with an introduction - there's not really any "objectives" per se. For example, I could set up a game where I didn't do anything as the player and allowed the AI empires to expand into large powers. I could then turn that into a scenario for download with the premise that you need to defeat such and such evil empire...


Space Empires Depot | SE:V Balance Mod

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Cerberus's picture

Re: Scenarios

Submitted by Cerberus on Sat, 2007-11-03 20:51.

ah. interesting.

is there a way to give it a storyline??

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Cerberus's picture

Re: Scenarios

Submitted by Cerberus on Sat, 2007-11-03 20:57.

and by storyline i mean Triggers that spawn events.
or triggers that cause the computer to do something in particular, say take over a certain planet you own.. or blow up a certain star...

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Mod Designer

Re: Scenarios

Submitted by Fyron on Sun, 2007-11-04 00:08.

You could probably accomplish that with some clever hackery in the AI scripts. The AI would be very specific to the scenario at hand, but it could work.


SpaceEmpires.net | Space Empires Wiki

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inigma's picture

Re: Scenarios

Submitted by inigma on Sun, 2007-11-04 00:15.

Is there a way to script a scenario in which the following takes place:

After you reach control of 30 systems, civil warp erupts in your empire causing a third of your colonies to rebel, with the rebellion concentrating within a specific section of 10 star systems. In systems totally claimed by the rebels, two thirds of your ships/bases/units are controlled entirely by the rebels, forcing battles between your outnumbered forces, and the rebels'.

The rebels would be given a production bonus based on their planning, and they may even enlist the help of a few other empires who recognize their independence, and who also declare war on you to keep you busy on other fronts.

In systems where some of your colonies remain under your flag, only half the ships/bases/units are controlled by the rebels, leaving your empire to fight a stale war forcing you to send reinforcements to prevent your remaining colonies from being lost to the rebellion.

Then as you are about to win control over one of your disputed systems, the computer forces you to play as the remaining rebels (say you saw the light of the corruption of your own empire, and since the bearucrats won't listen to you, you have since decided to join the rebels who reluctantly make you their leader).

Is it possible? And since you are out to "liberate" your old empire, any glassing or destroying of planets or systems on your part would constitute an immediate loss of the game. You win by regaining control of your capital star system (at which point the all but 2 remaining systems will surrender to the "rebel" (your) empire leaving you to mop up the real instigators of the civil war... secret alien agents who control their hosts (and sport some pretty bad weapons when you attempt to wipe them out) - a nemesis for the whole galaxy.

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Isopsyco's picture
Mod Designer

Re: Scenarios

Submitted by Isopsyco on Mon, 2007-11-05 17:12.

Actually, couldn't you set those specific events and constraints to the game date counter? Once certain date is reached, execute certain lines of code within the empire script file?

Could probably create your own function call for it so you would only have to edit that data file and just leave a one liner in the empire script.

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Cerberus's picture

Re: Scenarios

Submitted by Cerberus on Fri, 2007-11-09 00:52.

sweet idea!

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Isopsyco's picture
Mod Designer

Re: Scenarios

Submitted by Isopsyco on Fri, 2007-11-09 16:41.

Given the check functions available I think you can really set some good scenario type game mods up.

Just wish there were a way to select which options you wanted to happen in the scenario. Kinda like having customizable and user defined input buttons on the game selection screen along with a couple of user defined buttons/orders/commands in the game engine itself.

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Mod Designer

Re: Scenarios

Submitted by evilhamburger on Sun, 2008-09-07 02:11.

So has anyone done this? It would be really cool... (Similar to Star Fury?)

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inigma's picture

Re: Scenarios

Submitted by inigma on Fri, 2008-09-12 12:17.

Not sure yet. I haven't had time to program anything. Sticking out tongue

I do like my civil war idea though. I think it would make for a good scenario:

Reaching control of 30 systems, 10 of them then decide to rebel. Ships on the front lines are split between you and the rebels while you duke it out to prevent other colonies from falling (or joining) the rebels. A few other empires "recognize" the independence of rebels, and declare war on you, forcing you into a two or three front battle for survival.

Now I know the above could be scripted. What follows is an idea I am not sure how to script or if its possible:

After securing an entirely former rebel system including the 20 of your own, the script trigger gives you the option to play as the rebels, with some storyline of there being an assassination attempt on you by a group of evil bureaucrats who actually are running your empire without you at the behest of an unknown alien influence (and thus is discovered as the original reason the rebel governors formed their rebel pact). The rebel governors ask you to be their leader now that you've become a believer in their cause, since now you've lost effective control of the imperial government. You can choose to accept their offer, or refuse.

If you refuse, the game proceeds as normal with the storyline in the news saying that your secret service have arrested the bureaucrats responsible, and in the third month they are publicly executed. During those three months your empire's production suffers by half. Then a news alert is broadcasted as the rebels have appointed one of the buerucrats who escaped the dragnet, and is considered the mastermind of the whole civil war plot, and the rebel governors are revealed to be in cahoots with him.

You could end with a diplomatic victory if you manage to capture 5 of the rebel systems without glassing any - since doing so will have the rebel citizens gain the confidence to revolt against their taskmasters, and surrender to you. If you glass any of the 30 planets, your actions will be seen as justification for the rebel citizens to support their corrupted leaders with their stated aim to convert your other systems to their influence, and the only way to win is to crush the rebels entirely, down to the last man.

If you accept, you gain control of the rebel empire, fighting the Juggernaut of your evil empire that you've built to crush the rebels. The rebels immediately receive the support of all known alien empires, and receive a double production boost that lasts a full year (due to increased morale among the rebel citizenry), and half that the following year. You win playing the rebels by completely securing (not glassing) your former home world. If you glass any of the 30 original planets of your empire, you will have no choice but to take over 20 of the 30 systems entirely by force (even if your so-called foreign "allies" took them from the Empire).

Space Empires Wiki

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Re: Scenarios

Submitted by Theace on Wed, 2008-09-17 15:46.

You outa write a book inigma.

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