Random Events Mod: Baby Steps |
Ok...I've wanted to play around with the random events in SEV for some time now and I've finally begun taking some baby steps towards creating a small mod that does so.
My goals for the mod include:
1) Increasing the random event frequency.
2) Increasing the amount of random events experienced
by larger empires (as compared to smaller ones).
3) Adding new custom events.
I haven't done anything with #3 yet because I want to be sure that I have at least the fundamentals of #1 and #2 right first. I don't have any fancy mod files yet either - this is version 0.0 here. I would, however, appreciate, some testing/comments/advice. I have posted my altered script for random events (text and csf) on the shrapnel forums (haven't figured out how to post an attachment here). If you would like to try it out you can create your own mod folder/files or just do what I have been doing so far - paste it over the original in your favorite mod (i've been using balance mod 1.09). Don't forget to make a back-up of course.
I'll release a more user-friendly version...with it's own mod information and all...once I've had a chance to test/tweak/and add a little more. Right now there shouldn't be a large difference in most circumstances...but I'm hoping to add much more in the future.
Any input would be welcome.
Re: Random Events Mod: Baby Steps
Happyness seems too much like micromanagment if riots become common. I'd much rather see things like, Rogue asteroids, Found Tech, Stellar Storms appear/disappear, space based effects, rather than 'have you stationed 50 troops on every planet to make them happy'

Re: Random Events Mod: Baby Steps
Did you ever try the SYS_CLOSE_WARP_POINT function in the external event script? I tried several times to see if worked or if truely is non-functional as the mod 101 manual says...

Re: Random Events Mod: Baby Steps
Don't forget that not all events are bad. I like little good ones: Find a derelict ship, uncover ancient ruins, random tech breakthrough, benevolent omni-present being visits, government shifts a little, planetary climate shift, etc.
Re: Random Events Mod: Baby Steps
I've been checking in on this topic since you started it, what new events do you have finished, is it possible to calculate all players score, and set the random events to ie; largest player = 17% of total score, so it's 17% chance that he'll get it forhim/against him and etc.
And my most precious question, ARE, you able to mod in "Pirate generation" ie; event location "random system with atleast 1 colony" "Create level 1 - 6 star base" or "ceate level 1 - 3 large star base" with space yards ofcourse and a minimum Empire resourse generation of a few thousands so that it could maintain and build pirate ships. Maybe as a minor race? And the "Pirate AI empire" would -steal- 10 random research from every existing race, and configure the ships according to that or whatever. I think you get my idea, =).
Or to make a larger event, that uses "uncolonized planets" Ie; 1-3 random planets randomly stretched out through the galaxy gets the "Pirate Empire" colonized on it, and 10 random research stolen from all existing players, be constantly at war with -Everyone- They're pirates yanno? - With the only interest of gaining better tech, to gain better ships. And lets say that every round there is 0.25-50% chanse that the pirate empire would colonise 1-3 new free planets(to keep them from building colony ships, they should -only- build warships and a few support ships. And ofcourse bases, are very "pirate like" Imagine finding a pirate base on a 1 size asteroid planet in an asteroid system heavily guarded by huge numbers of pirate frigates/destroyers and other light "raider ships" with 5-6 bases backing them up, before you even reach the planet itself. I for one would run like hell =).
And as pirate if they've only got bases, is it possible to create events that would create resourses for them? Like, Pirate Empire attacks and destroys planet. Planets were before the attack creating 10000 minerals a turn, 5000 orgs, and 5000 rads, Pirate Empire would the next turn in an event "gain" those resources free into their storage, and ofcourse pirates would need a race trait, that gave them almost unlimited storage capacity, and that they did not need space ports, and possible a reduction in maintenance, and lose 10% on attack and defense and such on.
I'd die, for have reall kick butt, annoying high tech pirates in the game, that always put their nose into my own business!
Anyways, have a nice day =p.

Re: Random Events Mod: Baby Steps
That pirate thing piqued my interest, so I started looking in the scripting PDF, and had an idea... Starting on page 18, there is a whole set of script functions devoted to creating vehicle designs. Of course this is necessary for coding the AI ship design minsters... but I wonder if we could convince Aaron to add a Sys_Create_Space_Object function which would take an existing design (or a created one) and an empire (say, one created by a rebelling planet) and a sector and spawn a ship there? I can't find such a function in the document, but I imagine it wouldn't be hard for him to add one... I think I'm gonna ask, just for the heck of it! 
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The power of the ancients is now yours to command. You are truly the Master... of the obvious 




Re: Random Events Mod: Baby Steps
Yay for random events! To be honest, this kinda of simplifies one aspect I wanted to add into my big, overall mod.
Ideas for random (And not so random) events:
*Ship equipment malfunction. Something on the ship breaks. This should be a very common event for any ship outside of supply range. As in, happens once per 10,000kt per turn. Then again, this would mean nothing if it repairing wasn't made a bit more difficult/costly.
*Fleet mutiny. More common for inexperienced fleet/ships, and only occurs when a ship is outside of supply range.
*Riots - Something that could happen frequently during wartime on the aggressor's planets. Depends on the culture.