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Star Trek Fan Games - View topic - Random events.
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 Random events. 
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Evil Romulan Overlord of Evil - Now 100% Faster!
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Obviously you may need to make certain changes for your own purposes, MStrobel, but otherwise the ship stats etc. have already been worked out, TheWhiteRaven.

I'm assuming you haven't seen our database coz otherwise you wouldn't have asked that. You can view it

I'm assuming you will need the Random Events soon as well, MStrobel? I'll get busy with them on the weekend when I have some time. :wink:

We're up to 120 random events at the last count, and that's coz Skeeter thought of 6 more whilst we were chatting on MSN a few days ago!

I believe there's something like 6 times the amount of Random Events that BOTF had, now... :oops: 8) :mrgreen:


26 Oct 2006, 23:25
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29 Oct 2006, 11:24
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01 Nov 2006, 16:49
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God I hope so. Although I question the frequency of Q events.

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01 Nov 2006, 17:50
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Eh, if I wind up doing random events, I'll attempt to do them all while Mike works on additional parts of the program. I'd really like to see them all. If only 12 are impliemented, all 12 could easily wind up occuring in the same game, perhaps with several duplicates. 123, on the other hand, would definitely add a lot of flavor to the random events and keep them... well... random. Randomly picking a number between 1 and 123 is much more exciting than picking a number between 1 and 12.

I asked this earlier, but is there any way you could give the random events list some sort of priority order? I'm still going to bet that not all 123 events will make it as each event would most likely require custom code. So getting an idea of which ones are the "MUST HAVES" and which ones are not as important/descriptive/exciting/whatever would be nice to have when the events are ready to be done. Thus, more effort can be put in the more important ones and the lesser ones can be scrapped if needed.

As for Q, I wouldn't mind seeing a small table of Q events. If a Q random event is picked, the event itself could randomize between a number of different likely events to determine exactly what Q does. If there were 3-6 different Q-related things, that'd be pretty sweet. I've got a possible idea for another Q event, but I'm not sure how much I like it atm, so I'll think about it more and try to flesh it out a bit.

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12 Nov 2006, 14:24
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13 Nov 2006, 15:31
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13 Nov 2006, 22:05
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Shrugs. I was just wanted to see if there were some events that HAVE to go in that could be complicated programming-wise. If it's an awesome event (IE: more interesting than a comet smashing into a planet and inducing a climate change), but is complicated to impliment, it would then be worthwhile to invest additional time and effort into programming it because of the event's uberness. Essentially I wanted to know which ones would a) realistically occur, b) have a definite Trek feel to (essentially, would a Star Trek game feel Trek-like without it?), and c) is just in general interesting/amusing/humorous/otherawesomequality.

Like I said, I think just about all of the events can make it in (if Mike lets me program them, I'll make sure they atleast try to get in). But I was curious to see if there were some lines could be drawn. These X number of events MUST get in if at all possible, these Y number of events should make every effort to be implimented if not too difficult, these Z number of events can make it in if they're simple to program. They'd all be considered for inclusion into the game, I just wanted to see which ones would deserve extra effort into implimenting, particularly if they wind up being more difficult to do than others.

I guess it's not really a big issue, and it'll just end up as which events are easier to impliment as to the order they get implimented in, if at all.

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13 Nov 2006, 23:23
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It would be nice if some of the random events [negative ones] were somewhat preventable.

For example if you see a comet heading toward a planet perhaps a few starships would be able to divert it. Perhaps a plague could break out but if you got a medical ship to the system quickly enough it wouldn't be too bad.

I suspect that a lot of it depends on who programs the random events but it would certainly be cool if there was something that you could do about certain random events.


20 Nov 2006, 16:28
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In fact, I desire random events to be interactive and reactionary as opposed to "Hey player, this event just happened, and this is what results from it. Thanks. Hope you can adjust to this new development."

As far as I know, there are several events that are interactive/reactionary. There's a borg invasion random event, a star going supernova (assuming you get some warning, you can evacuate population and technology), and others that I do not remember off-hand.

I definitely want to see more than just "A comet has struck the fourth planet of the Whatever System and it is experience a climate change. I hope you enjoy the change from Terran to Barren!" (Ha, it rhymes!)

Speaking of which... would planetary shields be strong enough to absorb the majority of a comet/astroid strike? Or at the very least still cause destruction (the shields would likely be toast, plus a bunch of other buildings depending on how large the object is), but prevent the climate change? That should be easily programmable.

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21 Nov 2006, 14:30
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I sense the pain in someone's writing hand (from all the programming alone ;)). Okay what I actually wanted to say was that if you understand German or at least know someone who do you may like to take a look at the BotE-ideas-forum. There are plenty of interesting random event ideas currently discussed, also with user-decisions. Maybe you can use some of them too or even have some creative additions to add to them too.
I think a little co-work cannot harm anyone.


21 Nov 2006, 19:56
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Hello, long time observer, first time poster.

I had an idea for other Q based events, as opposed to just the hurling ships randomly into space. How about the Q Barrier blocks a ships path to a certain system or group of systems? Maybe a whole task force or even a fleet gets frozen in position for 5 or 10 turns.

Although it wasn't Qs doing, you could also have him displace a space station or outpost (DS9: Q-Less) or even have him rearrange the planets in a solar system. I'm certain that can be acheived, (being an experienced C++/C# programmer myself, i know how it can be implemented).

I also suggest a "super nova" event for red giant stars, destroy the system they're in like BOTF, but irradiate nearby systems too and dramatically reduce their population. (FYI: Did you know a star supernovas within 10 light years of Earth now, we'd all be dead from the radiation in 10 years?)


Last edited by count23 on 20 Dec 2006, 09:01, edited 1 time in total.



20 Dec 2006, 08:50
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20 Dec 2006, 16:33
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are stars going nova not a random event already being thought of? I am almost sure it is in the random events list from MoE. So if it is there, it could also apply to Kaelon. But than again, it could apply to all other minors as well..

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