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Author Topic: [DONE] [Suggestion] Geoscape pop-up events  (Read 20194 times)

Offline Solarius Scorch

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #15 on: January 14, 2020, 09:27:45 pm »
Can I use both randomItemList and everyItemList in the same event?

Code: [Select]
   - name: STR_COLD_PACKAGE
    description: STR_COLD_PACKAGE_DESCRIPTION
    background: BACK13.SCR
    randomItemList: [STR_SECTOID_CORPSE, STR_FLOATER_CORPSE, STR_SNAKEMAN_CORPSE]
    everyItemList: [STR_PISTOL, STR_PISTOL_CLIP, STR_PISTOL_CLIP]
    timer: 20

In this case, you get the pistol, two clips, and a random corpse: Sectoid, Floater or Snakeman.

Offline Meridian

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #16 on: January 14, 2020, 11:45:05 pm »
Can I use both randomItemList and everyItemList in the same event?

Code: [Select]
   - name: STR_COLD_PACKAGE
    description: STR_COLD_PACKAGE_DESCRIPTION
    background: BACK13.SCR
    randomItemList: [STR_SECTOID_CORPSE, STR_FLOATER_CORPSE, STR_SNAKEMAN_CORPSE]
    everyItemList: [STR_PISTOL, STR_PISTOL_CLIP, STR_PISTOL_CLIP]
    timer: 20

In this case, you get the pistol, two clips, and a random corpse: Sectoid, Floater or Snakeman.

yes

Offline Solarius Scorch

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #17 on: January 15, 2020, 02:11:33 pm »
Thanks! This will make things more fun.

Offline Meridian

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #18 on: May 14, 2020, 08:06:06 pm »
Added more attributes (in OXCE v6.5).
Similar to research and item triggers, there are base facility triggers.

Code: [Select]
eventScripts:
  - type: xxx
...
    facilityTriggers:
       STR_FACILITY1: true
       STR_FACILITY2: false

Facilities from all bases are considered.

-------

Also, there is a "affectsGameProgression" flag.

If set to true, research topics from "researchTriggers" will display a small disclaimer in the TechTreeViewer about affecting game progression.
« Last Edit: May 14, 2020, 08:09:58 pm by Meridian »

Offline efrenespartano

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #19 on: June 04, 2020, 04:08:41 pm »
Hi, Meridian!

I have a suggestion: could be possible to have soldierTypes as reward for the events? I have some "Reinforcements have arrrived" event in mind,  where some new soldiers and their weapons are send to the player, but AFAIK only points/score/research/items are granted

Offline Meridian

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #20 on: June 04, 2020, 04:17:52 pm »
Hi, Meridian!

I have a suggestion: could be possible to have soldierTypes as reward for the events? I have some "Reinforcements have arrrived" event in mind,  where some new soldiers and their weapons are send to the player, but AFAIK only points/score/research/items are granted

The issue is that the living quarters will get overfull.

If that doesn't bother you, I can add it.

Offline efrenespartano

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #21 on: June 04, 2020, 04:48:36 pm »
The issue is that the living quarters will get overfull.

If that doesn't bother you, I can add it.

Not at all! I want to make impossible to get certain soldiers only available by events, to balance it. Thanks a lot for accepting my suggestion! :D
« Last Edit: June 04, 2020, 04:56:43 pm by efrenespartano »

Offline Solarius Scorch

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #22 on: June 04, 2020, 04:55:20 pm »
I am okay with that too.

Offline Nord

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #23 on: June 04, 2020, 07:49:32 pm »
The issue is that the living quarters will get overfull.

If that doesn't bother you, I can add it.
But you allready can gain an item, let's say "squaddie", which will be manufactured into soldier.

Offline Meridian

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #24 on: June 04, 2020, 07:51:21 pm »
But you allready can gain an item, let's say "squaddie", which will be manufactured into soldier.

I know.
Looks like people don't like it.

Repeating the same thing over and over is not fun, eventually I just give up.
« Last Edit: June 04, 2020, 07:53:31 pm by Meridian »

Offline Meridian

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #25 on: October 07, 2020, 12:03:55 pm »
Hi, Meridian!

I have a suggestion: could be possible to have soldierTypes as reward for the events? I have some "Reinforcements have arrrived" event in mind,  where some new soldiers and their weapons are send to the player, but AFAIK only points/score/research/items are granted

Added.

spawnedPersons: how many persons to spawn
spawnedPersonType: scientists, engineers or soldier types
spawnedPersonName: translatable fixed name
spawnedSoldier: overrides for randomly generated soldiers, using saved game syntax, you can override anything except soldier ID

Examples:

Code: [Select]
events:
  - name: STR_TEST_EVENT1                 
    spawnedPersons: 5                     
    spawnedPersonType: STR_SCIENTIST     

  - name: STR_TEST_EVENT2                 
    spawnedPersons: 10                   
    spawnedPersonType: STR_ENGINEER       

  - name: STR_TEST_EVENT3                 
    spawnedPersons: 3                     
    spawnedPersonType: STR_SOLDIER       
    spawnedSoldier:
      nationality: 0
      rank: 3  # captain
      currentStats:
        tu: 100
        stamina: 100
        health: 100
        strength: 100

eventScripts:
  - type: STR_TEST_EVENT_SCRIPT           
    eventWeights:                         
      0:                                 
        STR_TEST_EVENT1: 50         
        STR_TEST_EVENT2: 50
        STR_TEST_EVENT3: 50

Living quarters availability is not checked.

Offline tarkalak

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #26 on: October 12, 2020, 06:09:22 pm »
Would it be useful to have events that have several possible outcomes that the player must chose from?

Example:
A group of hikers have wandered near X-COM base 1 and have seen something that we don't want them to talk about. We can quietly dispose of them, detain them or let them go with a few bruises and a stern warning to never talk about it ever.
Option 1: You pay money to have them disposed of. (-30000)
Option 2: You detain them. (they show up in your prison)
Option 3: You let them go. (-200 points)

Where each Option is a different button.

I am not a moder, so I am not sure if that will be of any interest. I assume that it can be used for choosing different paths in a campaign too.

Offline QuybiT

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #27 on: October 20, 2021, 01:29:56 pm »
Hi Meridian.

I would like to see a dependence on the location of the base by country and region and linking them to events.
Depending on where we built a base, we will be given different bonuses through pop-up events. So players will have the variety to start the game anywhere, rather than where it is more convenient to cover most of the countries radar. For example, you can bind the event on the issuance of the MiG-31 on promotion 2 if you have the first base in Russia. Or the locals from Fuso decided to introduce us to their famous weapons. These are examples of different mods in which you can add something unique, and allow players to feel all the charm of the countries in which the modder will put his soul.
So for modders there will be a chance to implement base location mechanics like in the numbered parts of x-com.
And I apologize for my English, I hope you understand.

Offline Meridian

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #28 on: October 20, 2021, 02:38:08 pm »
Understood.
It's easy to do.

If some modder shows interest in it, I'll put it on the todolist.

Offline Solarius Scorch

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #29 on: October 21, 2021, 06:21:44 pm »
It's a good idea. Some mods (like Chronicles) aim to make the base location a meaningful choice, and this would fit in nicely.