Fallen Enchantress has random events. It’s just that there aren’t many and the odds of one showing up in a given turn are in 1/10,000.
So as we get ready for Beta 5, which is all about bug fixing, polish, and balance, we are finally starting to add a lot of new random events.
This is the part I should probably mention that any monkey can make a quest. You do need the powerful tool known as notepad. That’s how I’m doing it. It’s just XML and it’s pretty straight forward to make a fairly simple quest or random event (i.e. kill fooz or fetch me a holy hand grenade or escort my goat, etc.). But there’s nothing stopping you from making a massive, epic quest.
In this random event, I set it so that after turn 50 there is a 0.1% chance of the event being triggered each turn. So odds are, you will rarely get this event (maybe once every 4 or 5 games). But in addition to spawning a nasty cave with these nasty monsters in it, I also had it spam the world with a bunch of escaped darklings.
What’s nice about this is that modders (and guys like me) can control the “experience” of the game through the use of the turn trigger.
I’m thinking about coding in a power based trigger. That is, if the player is just dominating (or alternatively, getting really hurt) I could have the game trigger some interesting events to whoever is winning (or losing) to mix things up. I did this with Galactic Civilizations with quite a bit of success in keeping things moving.
Of course, with GalCiv, only I could make this stuff. With Fallen Enchantress, not only can a stupid monkey like myself crank this out, but you guys could too.
Below is the complete XML for this particular quest (90% of which is copy and paste):
1: <QuestDef InternalName="RandomEvent_AdventureProblem_2">
2: <DisplayName>Troublesome Adventerers</DisplayName>
3: <Description>
4: Into the throne room comes three very sad looking adventurers. They explain, at considerable length, that they met at a local pub and decided to go on a quest together. Unfortunately, this quest brought them to the ancient dungeon of Orilinor, Curgen's jailer.
5:
6: This dungeon was thought to be lost and, frankly, it would have been better had it stayed lost because upon opening it, a couple centuries worth of monster breeding has now been unleashed into the country side.
7:
8: "And, a demon known as Anithan is still there," he says.
9:
10: What do you want to do?
11: </Description>
12: <ShortTextAccept>Sigh. Can't you people get real jobs? You'll be helping clean up this mess.</ShortTextAccept>
13: <AllowQuestRejection>0</AllowQuestRejection>
14: <RewardText>Book of Demon Summoning</RewardText>
15: <RewardImage>Tech_Third_Book.png</RewardImage>
16: <SuccessText>
17: Anithan is defeated and the book is yours. Using the books of your private study to translate the runes in the book, you are able to summon a demon to do your bidding. Unfortunately, the book disintegrates upon use.
18: </SuccessText>
19: <QuestClass>Minor</QuestClass>
20: <Repeatable>0</Repeatable>
21: <TriggerType>TurnNumber</TriggerType>
22: <TriggerData>50</TriggerData>
23: <TriggerChance>10</TriggerChance>
24: <PostTriggerChance>10</PostTriggerChance>
25: <SpawnRating>1</SpawnRating>
26: <Image>BG18_Dark.png</Image>
27: <Treasure>
28: <GameModifier InternalName="Reward1">
29: <ModType>Unit</ModType>
30: <Attribute>GiveExperience</Attribute>
31: <Value>30</Value>
32: </GameModifier>
33: </Treasure>
34: <Treasure>
35: <GameModifier InternalName="Reward2">
36: <ModType>Unit</ModType>
37: <Attribute>UnitJoinArmy</Attribute>
38: <StrVal>DeathDemon</StrVal>
39: <StrVal2>Pox the Demon</StrVal2>
40: <UnitClass>Unit</UnitClass>
41: </GameModifier>
42: </Treasure>
43: <QuestObjectiveDef>
44: <ObjectiveID>0</ObjectiveID>
45: <NextObjectiveID>1</NextObjectiveID>
46: <Description>Find and defeat Anithan.</Description>
47: <Treasure>
48: <GameModifier>
49: <ModType>Map</ModType>
50: <Attribute>CreateGoodieHut</Attribute>
51: <StrVal>Orilinor's Dungeon</StrVal>
52: <Unitclass>GH_Quest_Cave</Unitclass>
53: <Radius>12</Radius>
54: </GameModifier>
55: <GameModifier>
56: <ModType>Map</ModType>
57: <Attribute>SpawnMonster</Attribute>
58: <Value>24</Value>
59: <Unitclass>Darkling</Unitclass>
60: <StrVal>Escaped Darklings</StrVal>
61: <Radius>12</Radius>
62: </GameModifier>
63: <GameModifier InternalName="Join">
64: <ModType>Unit</ModType>
65: <Attribute>UnitJoinArmy</Attribute>
66: <StrVal>Iru</StrVal>
67: <StrVal2>Amanda</StrVal2>
68: <UnitClass>Unit</UnitClass>
69: <Level>6</Level>
70: </GameModifier>
71: <GameModifier InternalName="Join">
72: <ModType>Unit</ModType>
73: <Attribute>UnitJoinArmy</Attribute>
74: <StrVal>Syndicate_SpyMaster</StrVal>
75: <StrVal2>Lucila</StrVal2>
76: <UnitClass>Unit</UnitClass>
77: <Level>6</Level>
78: </GameModifier>
79: <GameModifier InternalName="Join">
80: <ModType>Unit</ModType>
81: <Attribute>UnitJoinArmy</Attribute>
82: <StrVal>Mercenary</StrVal>
83: <StrVal2>Kelen</StrVal2>
84: <UnitClass>Unit</UnitClass>
85: <Level>6</Level>
86: </GameModifier>
87: </Treasure>
88: <QuestConditionDef>
89: <Objective>
90: <Icon>Mana_32.png</Icon>
91: <Text>Find the cave that leads to the dungeon, defeat Anithan.</Text>
92: <IsOptional>0</IsOptional>
93: </Objective>
94: <Class>Success</Class>
95: <Type>ClearGoodieHut</Type>
96: <TextData>GH_Quest_Cave</TextData>
97: <Flag>RevealTarget</Flag>
98: </QuestConditionDef>
99: <ChoiceText>You manage to cause a cave in, sealing off the entrance to the vast lambrynth underneath but not before Anithan and his servants confront you.</ChoiceText>
100: <ChoiceMedallion>F_Domination_Full.png</ChoiceMedallion>
101: <ChoiceMedallionFrame>Medallion_Frame_17.png</ChoiceMedallionFrame>
102: <QuestChoiceDef>
103: <Description>Defeat Anithan</Description>
104: <NextObjectiveID>1</NextObjectiveID>
105: <Encounter>
106: <Liklihood>100</Liklihood>
107: <BattleIdentifier>Anithan</BattleIdentifier>
108: <WillRespawn>0</WillRespawn>
109: <WanderingRadius>0</WanderingRadius>
110: <UnitInstance>
111: <UnitType>DeathDemon</UnitType>
112: <UnitName>Anithan</UnitName>
113: <Level>1</Level>
114: </UnitInstance>
115: <UnitInstance>
116: <UnitType>Juggernaut_Escaped</UnitType>
117: <UnitName>Failed prototype</UnitName>
118: <Level>1</Level>
119: </UnitInstance>
120: <UnitInstance>
121: <UnitType>DarklingWarrior</UnitType>
122: <UnitName>Darkling Horde</UnitName>
123: <UnitGroupingType>UnitGroupingType_Squad</UnitGroupingType>
124: <Level>1</Level>
125: </UnitInstance>
126: </Encounter>
127: </QuestChoiceDef>
128: <QuestChoiceDef>
129: <Description>Ah. Yes...well..quite. We will just be leaving you to your cave.</Description>
130: <NextObjectiveID>0</NextObjectiveID>
131: </QuestChoiceDef>
132: </QuestObjectiveDef>
133: <QuestObjectiveDef>
134: <ObjectiveID>1</ObjectiveID>
135: <NextObjectiveID>2</NextObjectiveID>
136: <PopupObjectiveMsg>0</PopupObjectiveMsg>
137: <QuestConditionDef>
138: <Objective>
139: <Icon>Mana_32.png</Icon>
140: <Text>Defeat Anithan</Text>
141: <IsOptional>0</IsOptional>
142: </Objective>
143: <Class>Success</Class>
144: <Type>BattleFinished</Type>
145: <TextData>Anithan</TextData>
146: <MoreTextData>Victory</MoreTextData>
147: </QuestConditionDef>
148: <QuestConditionDef>
149: <Objective>
150: <Icon></Icon>
151: <Text>Battle Lost</Text>
152: <IsOptional>0</IsOptional>
153: </Objective>
154: <Class>Failure</Class>
155: <Type>BattleFinished</Type>
156: <TextData>Anithan</TextData>
157: <MoreTextData>Defeat</MoreTextData>
158: </QuestConditionDef>
159: </QuestObjectiveDef>
160: <QuestObjectiveDef>
161: <ObjectiveID>2</ObjectiveID>
162: <NextObjectiveID>3</NextObjectiveID>
163: <Description>Return to your capital with the untranslated book of demons.</Description>
164: <QuestConditionDef>
165: <Objective>
166: <Icon>Mana_32.png</Icon>
167: <Text>Return to the capital with the untranslated book of demon summoning.</Text>
168: <IsOptional>0</IsOptional>
169: </Objective>
170: <Class>Success</Class>
171: <Type>UnitEntersCapital</Type>
172: </QuestConditionDef>
173: </QuestObjectiveDef>
174: <QuestObjectiveDef>
175: <ObjectiveID>3</ObjectiveID>
176: <QuestEnd>1</QuestEnd>
177: </QuestObjectiveDef>
178: </QuestDef>
The random event(s) I would like to see, to counter a player doing too well, is the "Desperation Power Grab" style event. An empire that is losing badly would be given an opportunity to essentially sell its soul to the devil. Obviously there'd be a benefit to this, more powerful units, or more money, more mana, etc... but the tradeoff would be that your empire would slowly sink into depravity or your production would go towards generating powerful and chaotic monsters, or something like that.
Basically, desperate empires (the AI and the player) would be given the opportunity to quickly improve their standing with the tradeoff of possibly destroying themselves or introducing an even greater threat than their opponents.
When it comes to random events, I don't think they should be spread too far apart. Doing so leaves a sense of apathy forming in the player which he then in turn lets down his guard for those mean dragons that pop up at his door.
The random events should be consistent...sometimes good...sometimes bad....but always sometimes; giving the player clear and visual reminders NOT to let his guard down cause one day those dragons will be a knock'n.
This also grants the player the added bonus of having a dynamic kingdom to run. No longer would we clear an area and never have to worry about it again, only focusing on your kingdom's borders. Things CAN (or at least SHOULD) happen within your borders; things that would require your to manage your entire kingdom...not just your supply lines to the front.
The addition of consistent random events also keeps the player busy doing a variety of things. A full game is a good game. If all you have to do is worry about opponent X who is a war with you, well...let's just say that I'm done playing my games by turn 200 because of this very issue.
I think Stardock is on the right track with the random event idea...they just need to fine tune it.
I'm incredibly excited for the modding tools. Custom quests/Items/Monsters/Research OH MY!
I'd prefer it if it was based on land owned instead of power.
The two are related, but land owned is a little more intuitive/makes more sense.
Nice, simple coding, above. Makes modding for the Bethsoft games look like rocket science. I could easily get into this.
It looks so daunting to people that have no idea what things mean, even though it really is simple as far as a design goes.
What is hard about XML, is not the language itself, but learning how the game designers decided to structure their data.
Random events shouldn't trigger off of anything. They should be RANDOM.
Quests, the other hand, should be able to trigger off of anything in the game. Buildings, army size, champion level, turn number, diplomatic escapades, etc.
Something has to call the rand() in the first place.
I suggest you tie random events to forum posts so that the more people complain the more monsters harass them in-game.
Now, that was a Major Chuckle ! ... and of course, Justice would be served, if your suggestion were implemented ...
Yeah I laughed also. Frog could make a care package download for them. Change it from .1 to 10, and lock out the option to turn it off.
Another one here.
As a positive random when your getting it handed to you. One of your shards starts to grow and out pops a big nasty elemental to help you. The shard is gone, but the elemental is worth the loss of the mana.
This could go on forever. I need to quit.
I was considering several events that I felt the game was missing over the week, and I came up with several ideas (sorry these are not completely in XML, I do not know all of the tags to properly format it for the game):
Mite infestations
<QuestDef InternalName="mite_infestation">
<DisplayName>Mite Mating Season</DisplayName>
<Description>
Heavy rainfall and high humidity have flooded your lands these past few seasons. An unfortunate side-effect of this has been an explosion of the local mite population.
Your wardens and scouts have noted an increase in mite lairs near your cities and suggest that you place bounties on mite heads. If you do not, the possibility of new mite lairs erupting across your nation is almost a certainty.
</Description>
<ShortTextAccept>Place a bounty on every mite head [only one mite nest spawns; -100 gildar]</ShortTextAccept>
<ShortTextAccept>Mites are a pest, not a problem [three mite nests spawn with roving mite armies]</ShortTextAccept>
<AllowQuestRejection>0</AllowQuestRejection>
<SuccessText>
The destruction of the last mite lair has taken its toll on the mite populace. They are scattered and broken for now, remaining in the shadows until the next rainy season.
</SuccessText>
<QuestClass>Minor</QuestClass>
<Repeatable>3</Repeatable>
<TriggerType>TurnNumber</TriggerType>
<TriggerData>5</TriggerData>
<TriggerChance>100</TriggerChance>
<PostTriggerChance>50</PostTriggerChance>
<other>The event cannot occur after turn 100 (to prevent player annoyance)</other>
Roving champions
<QuestDef InternalName="champion_request">
<DisplayName>[Champion name] is offering [his/her] services</DisplayName>
The talk of the town has been the recent arrival of a wandering champion. [He/she] is currently staying in the town's inn and amassing a large tab. Perhaps [he/she] would be interested in joining our cause for some coin?
<ShortTextAccept>Send a messenger with an offer [he/she] cannot refuse [-x gildar; champion joins]</ShortTextAccept>
<ShortTextReject>We have no need of this warrior for now.</ShortTextReject>
<AllowQuestRejection>1</AllowQuestRejection>
We have recruited [Champion name].
<FailureText>
The Champion pays [his/her] tab and moves on to the next town.
</FailureText>
<Repeatable>1</Repeatable>
<TriggerData>100</TriggerData>
<TriggerChance>10</TriggerChance>
<PostTriggerChance>5</PostTriggerChance>
Wraith moon
<QuestDef InternalName="lunar_wraith">
<DisplayName>The Wraith Sign</DisplayName>
Every 12 years, the moons of Elemental align causing intense gravitational effects. The tides recede and swell in some areas and some of the local fauna display... interesting behaviors. While such phenomena can often be ignored, they tend to coincide with a large increase in magical energy which results in a thinning of the membrane between worlds.
The Wraiths have learned to harness the energies from this event by drawing additional mana from "weak spots" in the membrane between worlds.
<ShortTextAccept>[if the player is the Wraith race] Prepare the rituals at once! [Gains double mana income for four seasons]</ShortTextAccept>
<ShortTextReject>[if the player is another race] These signs mean nothing. [idea from Fall From Heaven 2]</ShortTextReject>
<TriggerData>48</TriggerData>
<other> this event repeats every 48 seasons for the wraiths</other>
Another thought on random events - If you make a big negative event when the player is winning, have the initial event just be an announcement - then have the actual negative consequences be staggered after the announcement. This gives a player the chance to respond, rather than getting immediately punished by something they couldn't have reasonably anticipated.
I'm with Heavenfall & co on this one; I hate the idea that players who are leading get bogged down with negative random events.
Rubberbanding doesn't belong in a 4X game. I didn't know this happened in GalCiv, and I would say it's just as much a crutch for the AI as anything else other 4Xs use.
Great information, Frogboy! I think I'll go get myself another banana!!
Yaay that would hit me a lot, but oh well, gotta have a challenge
Sincerely~ Kongdej
I'm with Heavenfall & co on this one; I hate the idea that players who are leading get bogged down with negative random events. Rubberbanding doesn't belong in a 4X game. I didn't know this happened in GalCiv, and I would say it's just as much a crutch for the AI as anything else other 4Xs use.
This is why I prefer checking how a player is busy.
If a player is winning, then he is very busy. Instead of giving him bad events, give all other players good events.
I am not sure if "Workshop" is supposed to have this function, but I was thinking if it was possible for the to have a option to go "online" and download user made content. Like those extra quest and the likes we are seeing here on the forum..
Why do I ask ?I am not that great at figuring out where to put those modifications to the game and for some reason I always seems to delete some sort of important data when I am trying to do some modding.
Thanks
Agreed.
Event suggestions:
Zombiepacolypse- Age of Haunted Nights/Walking Death
World anouncement- 'The dead become restless.' or something to that effect perhaps triggered after x number of turns, combats or humanoid units are slain.
Numerous nodes spawn that kick out butchermen (since they have that kill and make more unit ability). These enemies attack everything, cities, monsters etc. This can allow some of them to group up to bigger numbers when they kill something or potentially level enemies when they shamble to their deaths. This could be handled via a time limit or just based on the nodes closing giving a world anouncement 'the last of the dead have been put to rest' when the last generated node is closed. optional reward could be a bit of prestige for each node closed as the faction doing so is seen as a safer haven. The number of nodes could stay constant for Y turns, where if any were destroyed a new one would spawn in a random place/same vicinity.
Age of Waylanders and Thieves
same general idea as above but with bandits. This could be geared toward a more pirate theme with nodes appearing closer to shores. The nodes could be called Den of Scum. Clearing a node would case one to be spawned in a different area say 15 or more spaces away. The bandits would ignore monsters (though the reverse wouldnt be true, some would avoid them depending on their danger levels) and attack improvements and cities while building up. The trigger could be tied into the world states of global unrest -perhaps wealth as well but high or low wouldnt matter as much as peoples disatisfaction. Like above have it run for 50 seasons or something and then they would stop respawning the nodes. Perhaps population growth goes down to reflect the people turning to a life of crime.
Modify generated enemy specials/counts.
announcement- 'the world is a lonely place'- encourages single units/small groups enemies more likely to have splash effects or fewer monster encounters, 'Its dangerous to go alone' encourages large numbers of units (an increase in enemy unit counts or an aplicable ability or more/stronger monster encounters.
It came from space- announcement about an comet meteor, the site could have an item with some tie to GalCiv ie something like a squirle engraving (skathi) made of an unknown material -perhaps just salable or gives something relating to popularity or trade, there could be other types of things findable but meant as a minor event (item has a one use effect or is minimal) mostly just a noteworthy occurance- or the nation who gets it brags to the others and gets a few points of influence.
'Have quest will travel...' for a few seasons all units in the game move an extra 1 on the strategic map.
'The world is a big and scary place' - all monsters gain 1 level
Season of Hope! -unrest goes down for all civs, and monsters more passive for a few turns. A nice flower trail to follow the cursor would be cool, or all sovs get one
Forest for the trees- random normal tiles may turn into a forest, could have a small chance of a forest tile being converted to an orchard.
Wanderlust- all scout units are overcome with a greater sense of discovery and get +1 move. (more oriented to early game or based on high amount of map undiscovered. could be global or faction specific
Call it George- Ogre lost pet! bring him a mount (perhaps a few times consecutively as he just loves them SO much!) Reward could be a random item or him becoming a recruit (late game could change him to a juggernaut)
Attack of the 50ft whatever- Super Oversized version of (likely mundane or lower tier) monster with high HP and splash attacks, may also do more damage and have higher def
The grand wonders of nature- either a lookout point spawns somewhere or an existing one provides more influence.
A Beast of Legend once more walks the land- a random non-humanoid spawns with a held item that gives then a golden aura. The item is coveted so players and ai gun for it. Gaining the Golden Hide gives either an influence bonus (say +50) or a temp prestige bonus.
Always a bigger fish- triggers if the Beast of Legend above is killed by another monster. It then gets the Golden Hide item attached to it with an increased influence/prestige bonus (say +15). This continues to occur each time the beast is killed by other monsters (stops if killed by humanoids or civs without champions) Say by a bandit- the Beast of Legend is said to once again have retreated from the world.
Old world blues- longing for family or the world from before reduces the mana produced by a sov by 1/2 for Y turns
Magical Flux- some kind of mystical equivalent of emp that dispels all active enchantments in the world
A wizard did it- bears can spawn able to do magic- either imbuing standard bears already in the game, or spawning new ones with the abilities (could be urxen magic gone awry)
Cant stop the ROC- Theoc a giant bird of some kind will spawn and randomly kill things.
These events should be used to spice up gameplay, change the focus rather than evening out a displacement in power. They make the game interesting. Think Dwarf Fortress. Losing is FUN. Some events that only made graphical tweaks such as light filters or something to alter the 'mood lighting' would be a nice touch as well- even if that was all they did.
@crystlshakeLove the humor you're tossing in to your recommended random events.
Catsplosion/Plague of...- along similar lines to the zombie one, lots of cat creatures (or creatures of another type) spawn the monster's regular aggression levels could remain the same (ie likelyhood of attacking cities) and have them behave normally (or put the world at seige where they attack everything of a different type)
Crusade of the Coveted- essentially a holy grail quest a random item of any type is added to one of the goodie huts/monster loot tables and has a coveted attribute that after initially found by a faction anounces who owns it and provides them some kind of bonus (could act as a mobile shard/resource or give a set type of bonus (say 20 influence every 15 turns- you would want to set the turns longer so it didnt get anoying (perhaps as a notification that doesnt require you to close the popup- or shows up in a factions holdings (like a city or something) so that the owner can be identified that way. Like the golden hide it could be marked as something all factions want- it could even possibly be set up as a separate special win condition where control of it for say 150 turns or something counts as a win. When it initially is marked to occur (may not spawn imediately after announcement -to give time for the questing- 'the sov hears extraordinary tales of a legendary (item) without peer'
anouther implementation option for this would to be spawning a bunch of potential loot points around the world with this item hidden in one of them. (note that the item stats or effect need not be otherwise special but you could put a golden or other aura on the item or character holding it
Lunox(Red/Blue)- A planetary alignment occurs in one of 2 varieties. Red- the monsters of the world become more aggressive (this could optionally damage all faction relations and sentient creatures in the world too). Inversely Blue would do the opposite and calm them (or make better relations) if affecting relations could degrade over time of the event.
What you guys isn't big random events, but more smaller ones.
And have the cats appear out of a mysterious abandoned mountain fortress?
Name of event:
Wrath of the Slave God
Description:
My Lord! Our Priests have divined a coming of tumultuous tidings! Well, they *think* there will be tumultuous tidings... possibly. An unpredictable ancient god of slaves and chattels named Dejerren has a once in ten-thousand years Comet crossing the night sky heralding her great power! Of course, Dejerren is a myth and nobody believes in such nonsense as a god of slaves... still, it's best to be forewarned, isn't it?
Outcome:
After five-fifteen turns all units with the 'slave' unit ability either increase in level by two OR have a 30% chance of deserting.
Spears of Arrian
A day worthy of celebration, my Lord! The fabled Spears of Arrian have been recovered from a cave by a shepard seeking refuge during a storm. These three Spears wielded by Arrian and his brothers are said to have slain the Storm Dragon Tyriskallin before they were stolen from the graves of the brothers by Darklings. Do we pay the Shepard the 100 gold he is asking for?
You gain three magical spears that do +20 damage vs Dragons and give resistance to lightning.
OR
You Gain 200 influence as they are placed in a museum
The Spears are rotten and even possibly fakes.
The Dogs of War
Can anybody smell Ogre? Seems an old Chieftain has been 'advised' to leave his community in the Wastes and is now setting up home outide our Capital. Normally we'd send a posse to stick arrows in his eyeballs but scouts have reported the old monster wants to die peacefully and is prepared to reward us for our trouble... In exchange for leaving him be, he is prepared to gift us three War Hounds of great size, almost as if a growth spell had been cast on them. The food he needs will surely affect our Capital, but our enemies will quail before these vicious beasts!
OPTIONS:
'Go send a posse to stick arrows in his eyeballs. This is not a Campsite.' (Gain a Maul and twenty gold).
'Giant Hounds of Death? Yes! The people in the Capital are too fat, anyway' (Gain a unit of three Hounds. Growth in the Capital stops for twenty turns).
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