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 Jokes Over(special Events?) 

Good Idea?
Poll ended at 23 Dec 2005, 06:16
Yes 35%  35%  [ 6 ]
No 65%  65%  [ 11 ]
Total votes : 17

 Jokes Over(special Events?) 
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Crewman
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Joined: 13 Dec 2005, 01:00
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Haha,
fooled you.
i'm slow, but even I know to read forum rules before posting on that pareticular forum.

Now to the real question,
In BOTF the special events were ranomized and could be toggled on and off. I was wondering if you could make them player controlled like in SimCity where you can unleash acts of God on your empire and then help them through it. In short, I would like to be able to anger a planet towards Rebellion and then unleash about 3 Crystalline entities to wipe out the planet so I can dposit more reasonable people on that planet to replace them.

hehe,
Reinhardt


Last edited by Reinhardt on 14 Dec 2005, 23:27, edited 1 time in total.



13 Dec 2005, 06:16
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The point is that you play sim city against yourself. You do not have any opponents there. It would be a bit unfair if every player in the game is calling for positive random events on themselves and keeps sending Crystaline entities to their enemies, would it?

I do agree, however, that we need an option to remove a system from your empire. A grant independence button or something.

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13 Dec 2005, 08:29
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I have vaguely heard that there would be a "grant independance" system in the game, but I haven't heard anything about it in a long while.

I personally think that if a system was to leave you, then it should appear in the diplomacy list, so you can peacefully regain control of it some time in the future - after much hard work, of course. :wink:

I agree with what Centurion said though, Reinhardt. Being able to control random events in the way you described it removes the random point of them.

I totally agree that the option to turn them on or off should be included, but that about all the control I would want.

Don't worry though, somone may make a mod for it one day, although I personally think it is unlikely.

...

As I always post in threads about random events, the list of random events that me and OmnIQ came up with can he found here:

http://notepad.niagarafalls.com/random.txt

Not that they are anything near the "official" random events though; they're just ideas. :wink:

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13 Dec 2005, 08:55
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Jig of the Puff
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dunno wether to laugh or cry, saw this thread title and thought, god not again :lol:

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13 Dec 2005, 10:41
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yer i was about to light the pilot light on my flamethrower.. :D

it would be fun to unleash 100 borg cubes on my empire, plus it would add a little spark if the game was getting boring.

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Last edited by silvercliff on 13 Dec 2005, 14:56, edited 1 time in total.



13 Dec 2005, 10:51
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Yes......100 borg cube's in the end of the game when your almost finist...that would be cool... :lol:


13 Dec 2005, 14:53
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Ha ha good joke, the thread name i mean, i bet you almost gave the devs a heart attack....


ah the borg speaks, i also thought it herd something about the borg, species 8472 being another option. So you could still get some randoms but not the whole kitten kubutle. Thus giving you a little breathing room....


13 Dec 2005, 14:59
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...or you could decide to attack fluidic space and start a war with species 8472. that would be cool. or do both and see how long you can last :)

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13 Dec 2005, 15:04
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jigalypuff wrote:
dunno wether to laugh or cry, saw this thread title and thought, god not again :lol:


I wouldn't do that to you Jig, I've been a fan of your work since Zelli was the only source for BOTF mods. I was very angry when I had heard you were leaving because of ignorance on the part of some people. I am glad you are back with the project.

For the history buffs, Zeli at members.aon was the best place for BOTF mods. http://members.aon.at/zelli/main.htm

Anywho, back on topic.
I agree 100% event control shouldn't be in multiplayer but I meant singleplayer, though I can see how that too would ruin the game.

I like the idea of being able to eject a world or open diplomacy with it. But doing so would need alot of scripting work yes?


13 Dec 2005, 15:46
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Quote:
Don't worry though, somone may make a mod for it one day, although I personally think it is unlikely.


Which bring me to another question I'll ask here so I don't need to open another thread.

Will BOTF2 have much moddability or will the developing team allow it to be modded at all since it is /their/ original work modders would be tampering with?


13 Dec 2005, 16:03
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1. Change the topic's title, it is misleading and we dont encourage false topic titles thanks.

2. Modding is discussed in its own topic please post there.

Cheers. Oh and also welcome to the forums. :)

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13 Dec 2005, 16:08
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Yeah, my blood pressure shot up when I read the topic, and here I was, all ready to flame the poor guy to a crisp when I find out he was only joking :-P

I wouldn't be surprised if Gavin has a debug switch in the game that allows him to trigger any random event he wants for testing purposes. If he does, he might be pursuaded to leave it in, but probably only for single player.

The game is touted to be very mod-friendly. The tech trees and races are purportedly stored in a database. Hopefully he's using an XML data provider, in which case you'd have the option to hand-modify the data. However, he may be using an ODBC driver for an Access database. Either way, it'd be pretty easy to work with and wouldn't require touching the code base.


13 Dec 2005, 18:41
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Reinhardt, the whole point of the existance of BOTF2 is because Gavin was fed up with searching for mods, and hearing about other people's problems with existing mods.

He decided he'd create BOTF2 so that people wouldn't have these problems anymore.

So don't worry, it will be completely moddable - it apparently even comes with a loader for all the mods you want in your game, you just tell it which mods you want, and away you go! :wink:

An early version of the Database that mstrobel mentioned in the previous post can be found in the downloads section. I emphasize early version though - many of the buttons do not work yet, simply because those sections of the Database had not been made at the time it was uploaded to the site, not becuase it is 'broken'.

Iwulff (The guys who is making the Database) is working on a newer version, although exactly what that will be like is a closely guarded secret of his. :(

It will be released as part of the game. :wink:

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13 Dec 2005, 19:36
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Crewman
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Skeeter wrote:
1. Change the topic's title, it is misleading and we dont encourage false topic titles thanks.

2. Modding is discussed in its own topic please post there.

Cheers. Oh and also welcome to the forums. :)


I understand,
Thanks.


14 Dec 2005, 23:29
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Not a problem dude :)

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14 Dec 2005, 23:45
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i wasnt really paying attention, and thought this was a new thread for a second :)

if there is going to be a database realeased with the game, will there be an ingame database like botf1 for your race.

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15 Dec 2005, 00:11
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:?

Was that aimed at me and my post about the Database?

If it was, the Database will be part of the game - there will be info on all the races in the game - as long as someone writes them, of course.

So if you decide you want to make a mod to add in a new race and will be thorough with it, then you might not just make the mod, you might also write a Database entry to go with the race.

It all depends on how easyily moddable Iwulff makes the Database, and how well it works in the game.

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15 Dec 2005, 00:27
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