1.3 More Event types

Events are very cool and do add a lot to the game and I know it's in early beta but I would really like to see some different types, instead of ones that are just quests. Events should have bad sides as well as good.

1. Events that effect mana and resource generation or give bonuses.

-A plague as fallen upon your kingdom you must go kill the troll shaman in order to end it. Population growth is halved until complete the event. 

-You feel inspired you gain double arcane research for 10 turns.

 

2. Events that spawn wandering monsters and ask you to slay them.

Your building of a greater fire shrine has attracted a fire elemental who is wondering around attacking your caravans and improvements.

 

3. Time limited events. 

-A Star has fallen! Race to where it fell before it disappears in 12 turns.

 

4. Global Events that effect all players.

-A eclipse occurs, all fire shrines neither produce mana or boost spells for 7 turns.

-An earthquake destroys a random improvement all cities.

 

Events should not be so ignorable and should spice up the game. If you just add the ability to create such events I am sure the modding community would take over from there, but if we are limited to just creating plain old quests then we won't.

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Reply #1 Top

A mine in elemental.exe finds the other triggers SpellResearched.TechnologyResearched....ImprovementBuilt....UnitLevel...TotalPopulation.CityPopulation.. but who knows which ones are hooked up.

The only thing preventing us from making the quests you listed is the ability to put durations on modifiers (and quests).

And, of course, the current idea that events should be ignorable at the click of a button.

I'm working on a profile for a quest and it does the following: spawns a dragon that roams the countryside. The monster has a huge radius to wander around and will destroy cities. It also spawns a small goodiehut, but that has no real significance (the player can visit it for some gildar). Until the monster is destroyed, the player will suffer -50% prestige in all his cities. Once the beast falls, the player permanentally gains 10% prestige, and some to-be-named item reward. All that is possible at the moment, and much more.

 

Edit: Manipulating the effects of a fire shrine would not be possible at the moment, also.

Reply #2 Top

Sweet Heavenfall, once again you put my meager skills to shame. I would love to take a look at that dragon event that when it's done. I imagine we can't do global events though?

As for the ignorable thing we could always lie.... You could create multiple events with the trigger: You found a gildar on the ground, pick it up? lol

Reply #3 Top

http://pastebin.com/raw.php?i=A10rAqxZ (the only bug I can detect, besides the shitty texts, is that if a non-champion unit kills the dragon THEY get the reward and those units can no longer trade. I'll have to think of a work-around, maybe create another goodiehut with the actual reward.

Actually, what I'm thinking is to create a "mod" that simply removes the "no thank you" button from the UI. Unless SD heeds our begging, of course. At least that is within my reach. I would probably include an XML in such a mod to disable all the core quests, as many would be annoying if you can't deny them.

 

Edit: "Global" events that affect everyone? Not afaik, quests really only happen for the human player.

Reply #4 Top

Hmm I finished the Fire Elemental quest, and it's pretty cool, but I can't get it to trigger off of a building being built. Maybe it's not hooked up or maybe I'm doing it wrong.

I'm trying to think of some more cool events to do but without duration you can't really do positive bonuses, which stops most of my ideas.... I don't want to just throw wandering monsters around, what else is possible? 

I guess I could do a monster lair that creates a re-spawning monster, and contains a tough boss....

Reply #5 Top

Changing of terrain, changing of environment, goodiehuts, world resources, finding items and returning them places, heroes joining you like damsel in distress quests, non-heroes as well. Check out https://forums.elementalgame.com/396539 for more, I'm really new at this stuff, I only looked at the quest system for the first time when 1.2b was released.

Reply #6 Top

Technically, I suppose we don't really have to trick anyone into selecting yes or no by mistake. We could just name all the events the same thing, give them the same text. "An event is occurring. Are you interested?". Then we make sure events are worth the effort. Edit: then again, this means we miss a great opportunity to present information to the user.

That, or just disable the no-button in the dxpack file. Edit: Like this: http://i.imgur.com/nurpK.jpg 

Reply #7 Top

I would like to differentiate between events and quests, so that they are different. I don't want to make events that are just quests or goodie huts. Your Dragon  is a great example of an event, it's something that happens to a player and they have deal with it.

Reply #8 Top

I'm not sure what you mean by that, to "differentiate between events and quests". An event is an automatically triggered quest, really. Obviously there's a lot of room to make it more interesting in various ways.

Reply #9 Top

The random events such as those tied to natural disasters were one of the elements that most engaged me in civ4.  It breated a little more life and variety into the world.  I also support the idea that implementing them should be treated as non-skippable (but perhaps have a toggle to disable them in the menu if implemented in the unmodded game or frequency/impact slider) things that are happening in the world that you can respond to.  Even the one that would have a random forest be burned down due to a wildfire/storm, or pop up in a forest adjacent tile were immersive for me. 

Its also a good opportunity to introduce lore and other aspects of the world not tied dirrectly into the player's actions into the 'history'.  It could be chronicled or handled in popup simillar to the book intro thing that comes up when starting a new game- a record of a historical event that occured (though you are writing the history in the present).  This and word of the progress/ achievments of other countries could be as tales heard from traders/bards or any of a number of other sources (perhaps as is relevant to the source- such as what the common man, military officeer and a merchant find noteworthy would differ).  Diplomatic capitol could be used as a resource for this, especially as in regards to news from foreign powers.

I like the falling star idea- not sure about the time out on it (though i suppose it could represent the amount of time before it becomes to difficult to pinpoint its location due to the crash site becoming less notable over time due to erosion and the press of nature) but it could work as a first come first serve basis too.  Could provide a lump sum of whaterver materials you wanted from gold to mana, or perhaps X amount over Y number of turns (or even the choice between the two on how to harness it).

Reply #10 Top

I know that quests and events are the same code wise but I am talking about their implementation. I mean quests are the whole thing where you go out and slay a monster for a reward or escort someone or something. I would like events to be something more then just quests that you don't need to unlock through tech. Most events should do different things than the in-game quests do. Just adding a bunch of random quests wont add that much to the game unless they are unique and do different things than then adventure tech quests.

Look at the OP to see what I mean about Events having a different flavor than quests.

Reply #11 Top

Having some decision opportunity events for cities or even tile/structure types within your zone of control would be nice as well.  I really liked the planet event things from galciv2.  Though admitedly I usually dont care for good vs. evil decisions- as long as the results of the decision are mostly clear (the good evil thing worked for galciv since it related to the perception other races had of your policies).  It could work well with say a different tech directed focus or ruling style on decisions to give you a few different options for response.  The little things like this pull you into the feeling of running an empire -as there is more to ruling policy than guiding construction and war.

Reply #12 Top

Quoting DsRaider, reply 10
Look at the OP to see what I mean about Events having a different flavor than quests.

I thought you were talking about the internal structure, ie you wanted a non-quest system for events. My bad.

Edit: I agree with crystlshake, something that allowed us to link an event trigger to a particular city would be very handy. However, that would also require some better UI interaction. For example, you'd want to include the name of the city in the event. And maybe zoom to it as well.