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 FE is coming to steam thread asks for new random event suggestions.
Frogboy's Original Post (OP) of Aug. 23, 2012, entitled: "Coming Soon: Fallen Enchantress on Steam" included a list of 15 questions (well ... 15 numbered paragraphs ... not every one was literally a question) including a Question #5, which requested ideas for Random Events. You can find the OP here:
https://forums.elementalgame.com/429972
This would be a logical place to post your ideas. Several folks have already come up with some great suggestions, including whole lists of them, in a couple of cases. (See, for example: geekanarchy's reply #115, DsRaider's reply #6, and Jean=A=Luc's reply #26.) The only problem is, that there are already about 160 Replies (addressing some or all of the 15 questions) in response to the OP. So, I suppose there is a risk that your suggestions might get lost in the crowd ... but, Good Luck !
And one of the things that annoyed me with the limited ability to mod Galciv2 content was my inability to trigger random events, principally though the tech tree.
At the time (actually, I still want to do this...) I had wanted to create an introverted race/faction that had a predilection for researching techs that made life difficult for all of the other races (plagues that limited pop growth, space-time manipulators that reduced ship travel, etc, etc with each other race being able to research countermeasures) with the intent of buying more time to research more.... In short, add a dimension of an actual research race, as opposed to using research simply as an input feed into economic/war_machine arms races...
Take this allegory as you may, but modding this sort of thing in FE would be neat to be able to do.
Intending to sit down and play this game sometime now that b4 is out. I haven't played any since beta 2...
cheers,
-tid242
Please keep events random and not as a result of the player dominating. It is way too gamey have such mechanics in the game.
"Oh, you're winning? Have some dragons to make the game harder. Where did they come from? They just appeared, cause fuck you."
You might as well spawn extra units for the AI if they are losing. I mean, what happened to the enemy competing on even terms?
More events sound great. The more gamechanging the better.
Those seem a bit more like random quests? At any rate there needs to be a third option for quests. Right now there is #1 Fight, a battle of unknown strength unless you have fought them before or #2 Leave, and the quest disappears completely and the NPCs may or not still be around and roam.
I take it back, instead of having a third option they should just be completely overhauled so the player has some idea of the strength of the enemy (deadly, strong, epic ratings are basically useless and not very informative) and a way of delaying the quest acceptance that doesn't cause it to despawn. It would also be nice if stronger monsters and quests slowly appeared mid and late game. I mean, as fun as save scumming is and all
About this event in particular- wouldn't it buff Tarth instead of hurt them?
If Tarth is winning, such an event might just hand them the game, seriously. Just a thought off the top of my head, and I don't think this is necessarily problematic, as long as there are other random events.
I also wanted to see some minor random events- like what you had in FFH2. Not everything has to be epic.
What I'd really like to see- is modders get their hands on this, make some events, and someone from Stardock batch up and adjust the best events as needed into post-release content.
Speaking of events, I was thinking about FFH and its Apocalypse Counter recently, and I thought it'd be rather interesting if Spells or even research Tech could trigger new events (such as new Factions appearing? Too much to hope for?)
And on another note... Does anyone else read the title of this thread with the sound of a shotgun being reloaded? "I've got your random events right here..." *ch-chk*
I can't wait to mod.
As for trigger, an Idea I had to keep the player in the game is that you could view each player as an novel story. In a novel, in order to keep the reader reading, there must be a series of interesting events that occurs for the story to be interesting. If you end up with a down or too much events, the reader will not be pleased.
Maybe it could be interesting if the player could keep track of how busy is the player. If a player is in war with 2 players and have tons of problem to manage, then few events would spawn to him, because he does not have any free time and he does not care.
On the other hand, the player isolated on an island with little things to do would get much more random events and quest to keep the player buzy and in the game.
A cheap way to implement this could be that any random event or quest that a player does not want to do is simply passed to the next player. But if you do that, there must be consequences for failing a quest "like in warlock" to prevent players from accepting all quests and not complete them. Maybe it could drop his reputation or something specific to these quest/events and the quest/events are assigned in order of reputation.
I hope that you guys will be releasing an editor that will make this even easier for those of us who are not programmers.
I actully like the idea of 5 dragons unexpectedly spawning outside the capital. Escpecially since you have dominated the rest of the map
I have never seen a random event in FE or for that matter in WOM. Guess I have just been unlucky. When the game goes live I will defantly have to adjust those odds from 1/10,000 to somthing resaonable like 1/50.
Having a good lore behind it doesn't really change the fact that you're stacking the deck against the player with a domination-type event. It's a pretty rotten way to design a game.
Eh? Modding XML tags isn't hard at all. You don't even need to worry about game logic, managing memory, or any of those really annoying things actual programmers do.
Oh how little you know, lol. XML is hard to get into. 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. I think Bellack was asking for a screen that took out all the code and was filled with text boxes instead. It could be made Im sure either by these guys, or a modder after launch. It would be a cool little standalone ap though. You could call it iFE.
Have to disagree with you here. First off the event is rare. Second your already dominating the map it would be nice to have at least one last challange in the game. Third I personally like a very punishing game and these type of events would be great.
Im with Bellack. I dont always want to win. If you win every game you're not going to find much joy in the re-playability. I want to get severely punished for no good reason every once in a while just for the sake of being severely punished for no good reason.
How about a random event where one of yours or the AI army (or hero) defects from one side to the other while your at war. That could really get you pissed off.
If you the underdog you get it.
If your killing them they get it.
The text is "we could no longer watch you pillage these people's homes and kill their children. Good day sir!"
lol, what do I know.
I'm not opposed to events based on power levels but this one is very very bad for this game. Yes, it would tick the player off when their champions desert for no real reason. With a loyalty mechanic which can be controlled sure, but just out of the blue? That's a huge screw you to the player. At least the dragons attacking can be a fun (if challenging) encounter with potential reward.
I'm with Heavenfall on this. Making creatures randomly appear out of nowhere to wail on the player just because he's winning is a big turnoff for me. I'm okay with the other players getting together to oppose the leading player (whether AI or human), as that's occurring within the game rules, and is a natural aspect of how they should be playing anyway. That said, it shouldn't be that all players suddenly go after the leader. The leader should still have some allies, who are "playing for second place" so to speak, but riding the coat-tails of the leader.
Now, I'm not opposed to end-game dynamics that spice it up, but they shouldn't be just some random event, they should be something the player can anticipate. Examples from other games:
Late "game-changers" are an awesome addition, but they need to be tied to the game mechanics, and be able to be anticipated to some degree by the player. The game just suddenly cracking you across the side of the head with a baseball bat because you're doing too well would make me turn off random events. That would be unfortunate, because I like the other ones.
When mega-events were proposed for GalCiv2, I was very excited. However, after actually trying them out in practice, I found myself invariably turning them off.
I loved the Mega - Events in GalCiv2. Well I think that both sides could be satisfied with a toggle in the options.
Yeah, I'd go so far as to break my personal rule of never modding a game to actually mod that out. It would drive me nuts. Again, random slaps in the face are not good. Game mechanics should be used to address these sorts of late-game problems, instead of having the game step in and arbitrarily take things away from you and/or arbitrarily give things to your opponents. If you want to give the underdogs a chance in the late game, then implement some game mechanics that give them a chance.
Those mechanics can be as over the top as you want, as long as they aren't just random punches to the head. As a simple, silly example: if 5 or more players ally together, they are able to summon a horde of otherworldly creatures to smite their opponents. During normal play, it's extremely unlikely that 5 or more would ally, but they may do so in the late game when facing a dominating player. A mechanic like that would (1) give underdog players a chance to stop an imminent win by the leading player, and (2) give the leading player a hell of a fun ride as he's about to win, but one which doesn't feel artificial, and one which he can anticipate to some degree.
I'm surprised they don't use xml schemas though.
Making 1000 dragons appear might be overkill, but there is a way to make winning based events work. The key is to use fair effects when the only cause is that one player is dominating. For instance, we desperately need a not so random event that allies all remaining weaker factions against the one that is about to win. That is not cheating, that is something that would actually happen. We can add it as a random event to spark some interesting endgame scenarios. There are alot of endgame scenarios I would like to see added.
More to the kind that apparently killed Heavenfall's whole family, I would like some of those too. It would be unfair to pile on difficulty once the lead player starts to get ahead. But since we are talking about a .1% chance, it seems more like a rare and exciting challenge. Something you will only see happen once or twice, but it will always be in the back of your mind that such terrible things can happen. Honestly right now, once you pull ahead in the game there is not much challenge left. There is really just a long slog of easy battles leading up to a win. I don't think the game should be using events to balance other parts of the game that need work, but I do think adding a random "fuck you" into the game is both hilarious and exciting. I also think adding in a random "we see you are losing, here is some help" makes things more exciting as well. The difference is making these events rare and interesting. The key is make people both hate and fear them. It is what makes the game exciting.
Another kind of random event that could be added is a sort of themed chance card throughout the game. Each game could be marked by an overall story so that it feels more immersive. I would really like to see some classic fantasy added to the realm with random events. Now that we can spawn goodie huts, the possibilities are limitless. Here is what I mean:
Oldish Parchment IV: Oblivion Doors
The Dragon's Tear that holds the walls of this plane together has been stolen. Dozens of rifts have opened between our realm and the fire plane. This is surely the work of Sarog. It is up to the powers of the realm to recover it and close the doors to the fire plane. (Many Fire Gates open around the realm, offering a Pits of Namtur like quest across the realm.) It would be interesting to have this sort of theme explode into the game about 150 turns in. I think most players will even enjoy some parody of the classic fantasy stories. You can of course choose to make things more or less silly as you see fit.
Adding these three types of events would add so much to immersion and storytelling. It is especially nice that the overall theme of a game can stay in the quest log to stay in the mind of the player long after the event is over.
There are many great features available to you once you register, including:
Sign in or Create Account