thothkins Posted July 28, 2012 Share Posted July 28, 2012 (edited) I've added some extra events to the ones given in the game. These are below for you to copy and paste into the strings file. Remember to copy both the long and the short names to their respective areas in the strings file. I've done little testing on this so far. Just enough to make sure the game didn't roll over and die in a 2 month flying check. The events have a minor and major element in their names. It would be nice to know what triggers which is used. Is it the ticker? If so, it would be even nicer to have another few levels added beyond major and minor. This would allow for a sense of escalation across a number of areas in the game world. Fluffy, yes. But it easy enough to do and does add a bit of depth to the Geoscape. The events I've added include a few items of Civil Unrest, UFOlogy, Geopolitics and Fortean Events. I'll no doubt be adding more, assuming there are no terrible flaws in what I've just done. Any suggestions, feedback or spotting fatal flaws are welcome long names Events.Abduction.Land1 Local farmers in %1%, %2% report circles of unknown origin in their fields. Events.Abduction.Land2 Widespread electrical interference reported in %1%,%2%, source unknown. Events.Abduction.Land3 Local communications in %1%,%2% suffering unexplained heavy disruption. Authorities fear alien activity responsible. Events.Abduction.Land4 UFO spotted on civilian radar near %1%, %2%. Events.Abduction.Land5 Local farmers near %1%, %2% report numerous livestock missing. Events.Abduction.Land6 Strange light formations reported in the sky near %1%, %2%. Widespread panic reported across region. Events.Abduction.Land7 %4% locals vanish in %1%, %2%, feared abducted by aliens. Events.Abduction.Land8 Local authorities and media warn parents against Bogus Social Workers after %4% incidents of attempted abduction. Events.Abduction.Land9 Mysterious Men in Black are encountered following numerous UFO incidents in %1%, %2% Events.Abduction.Land10 Local farmers near %1%, %2% report the mutilation of livestock and the presence of Black Helicopters. Events.Abduction.Land11 UFO sighted hovering near %1%, %2%. Widespread panic reported across region. Events.Abduction.Land12 Crazed returned abductee goes on a killing rampage in %1%, %2% resulting in %4% deaths. Events.Abduction.Land13 Government employee in %1%, %2% found to have been implanted with a small control device. National screening implemented. Events.Abduction.Land14 Local forces in %1%, %2% raid a research laboratory conducting hybrid splicing experiments. %4% Scientists are killed. Events.Abduction.Land15 Government employee in %2% found to have been implanted with a small control device. National screening implemented. Events.Abduction.Land16 Government of %2% admits to genetic experimentation to produce hybrid children, following whistle blowing. Events.Abduction.Land17 Alien activity reported near %1%, %2%. Local forces report %3% killed and %4% presumed abducted. Events.Abduction.Land18 Rumours of an alien accord seized upon by opposition parties in %2%. Political unrest escalates. Events.Abduction.Land19 An explosion kills %3% in a %1%,%2% laboratory, as a result of an advanced anti alien weaponry experiment. Events.Airliner.Land1 Spherical lights intercept Airliner %1%-%2%. Ball Lightning blamed. Events.Airliner.Land2 UFO observed by military patrol aircraft. Local forces awaiting Xenonaut intervention. Events.Airliner.Land3 Military scout craft disappear from radar following confused final communications. Events.Airliner.Land4 Military fighter reprted to have been "absorbed" by formation of lights. %3% personnel lost. Events.Airliner.Land5 Airliner %1%-%2% shot down; %3% fatalities. Alien Invaders blamed for attack. Events.Airliner.Land6 Local fighter squadron engaged and destroyed by alien craft, %3% airmen KIA. Events.Airliner.Land7 Military transport aircraft intercepted and destroyed by alien vessel, %3% personnel lost. Events.CivAtkMin.Land1 Local religious leaders in %1%,%2% blame lapsed morality, and rival religions, for the arrival of alien invasion. Events.CivAtkMin.Land2 Local authorities report numerous unexplained forest fires. Events.CivAtkMin.Land3 Black rain over %1%,%2. Volcanic ash blamed but fears of devastation unsettle population Events.CivAtkMin.Land4 Disturbances beneath leakes near %1%,%2% result in panicked nearby towns. Events.CivAtkMin.Land5 Cryptozoological sightings increase. Locals in %1%,%2% terrified by strange creatures. Events.CivAtkMin.Land6 Outbreak of Spontaneous Human Combustion kills %4%. Events.CivAtkMin.Land7 Local highway strafed by alien craft; emergency services report %3% killed. Events.CivAtkMin.Land8 Poltergeist activity forces locals into hiding in %1%,%2%. Events.CivAtkMin.Land9 Red organic substance falls from the sky over %1%,%2%. Scientists baffled, but locals fear it is abduction remains. Events.CivAtkMin.Land10 Archaeologists make tentative links between ancient art and other worldly civilisations. Events.CivAtkMin.Land11 Public park attacked by alien vessel; %3% estimated killed. Events.CivAtkMin.Land12 Local shopping mall strafed by alien craft; %3% killed and %4% missing. Events.CivAtkMin.Land13 Residential area attacked by alien vessel; %3% confirmed dead and %4% missing. Events.CivAtkMin.Land14 School strafed by alien craft; %4% children confirmed dead and %3% injured. Events.CivAtkMin.Land15 Passenger train derailed by alien fire; local emergency services report %3% fatalities. Events.CivAtkMin.Land16 Regional airport strafed by alien craft; estimated %3% dead. Events.CivAtkMin.Land17 Mirages and otherworldly images are seen in the skies above %1%,%2%. Events.CivAtkMin.Land18 Outbreak of nightmares and unsettling premonitions sweeps %1%, %2% Events.CivAtkMin.Land19 Reticulan cult suppressed following siege in %1%,%2%. %3% cultists killed and %4% local forces injured in raid. Events.CivAtkMaj.Land1 Industry suffers slowdown in%2% due to apocalyptic fears. Events.CivAtkMaj.Land2 Police headquarters near %1%, %2% destroyed by alien bombing. %3% killed; local law enforcement in disarray. Events.CivAtkMaj.Land3 Riots result in the deaths of %3% in %1%, %2% Events.CivAtkMaj.Land4 Major political leader assassinated in %1%, %2%. Numerous groups are blamed and take credit for the attack. Events.CivAtkMaj.Land5 Alien bombing run reported near %1%, %2%, government sources report local hospital destroyed and %3% killed. Events.CivAtkMaj.Land6 Major road bridge near %1%, %2% destroyed by alien bombing; %3% presumed dead. Events.CivAtkMaj.Land7 Abnormal storms destroy homes and crops across widespread areas in %2% Events.CivAtkMaj.Land8 Blaming alien sympathies, a coup is launched and promptly crushed in %2%. Events.CivAtkMaj.Land9 Natural gas terminal near %1%, %2% destroyed by alien bombing. Deaths estimated at %3%. Events.CivAtkMin.Land10 Local authorities report raging forest fire; %3% feared dead. Events.CivAtkMaj.Land11 Alien bombing run on crude oil refinery near %1%, %2%. Large secondary fires / explosions reported; %3% estimated killed. Events.CivAtkMaj.Land12 Flash floods reported after hydroelectric dam near %1%, %2% breached by alien bombing. Death toll estimated at %3%. Events.CivAtkMaj.Land13 Pandemic declared in %1%, %2%. Numerous towns quarantined to prevent further spread following %3% deaths. Events.CivAtkMaj.Land14 Government sources report %4% power station near %1%, %2% destroyed. %3% fatalities confirmed. Events.CivAtkMaj.Land15 Power station meltdown narrowly averted in %1%, %2% . %4% fatalities confirmed in halting reactor. Events.MilAtkMaj.Land1 Major world religious leaders blame lapsed morality, and rival religions, for the arrival of alien invasion. Events.MilAtkMaj.Land2 Radar station near %1%, %2% destroyed. %3% serviceman reported dead. Events.MilAtkMaj.Land3 Satellite Uplink lost in %1%, %2%; Alien interference probable. Events.MilAtkMaj.Land4 Local militia movement in open conflict with authorities in %1%, %2%. %3% dead in clashes. Civil war feared. Events.MilAtkMaj.Land5 Military airbase near %1%, %2% bombed; %4% aircraft lost and %3% casualties. Events.MilAtkMaj.Land6 Munitions depot near %1%, %2% bombed by alien vessel; %3% fatalities. Events.MilAtkMaj.Land7 Troop movements increase on the border of %2%. War feared. Events.MilAtkMaj.Land8 %2% blamed for faked alien attack by neighbouring country. Events.MilAtkMaj.Land9 Military base near %1%, %2% bombed; %4% armoured vehicles and %3% servicemen lost. Events.MilAtkMaj.Land10 War declared between %2% and neighbouring country. Many dead and many more refugees flee area. Events.MilAtkMaj.Land11 Disaster hardened Command centre near %1%, %2% destroyed by alien bombing; %3% servicemen KIA. Events.MilAtkMaj.Land12 Nuclear device destroys %1%, %2%. Many killed and cause of detonation is as yet unknown. Events.MilAtkMaj.Land13 Unexplained lights sighted around missile base in %1%,%2% Events.Abduction.Sea1 Unexplained lights spotted by merchant vessels. Sailors reluctant to take to sea. Events.Abduction.Sea2 Abandoned %1% discovered. Crew of %2% suspected abducted. Events.Abduction.Sea3 Widespread electrical interference producing unprecedented auroras, report sailors. Events.Abduction.Sea4 Naval communications suffering unexplained heavy disruption. Authorities fear alien activity responsible. Events.Abduction.Sea5 UFO activity spotted on sonar. Local naval forces are alerted. Events.Abduction.Sea6 UFO sighted by fishermen. Local communities reporting safety fears. Events.Abduction.Sea7 Local tidal systems completely shut down. Cause unknown, oceanographers baffled. Events.Abduction.Sea8 Crazed sailor found adrift in %1%. Tells of terrible abduction experience. Events.Abduction.Sea9 Category five storm forming in clear skies. Meteorologists perplexed, alien activity presumed. Events.CivAtkMin.Sea1 Fishermen report marine dead zone. Thousands of dead sea creatures observed. Events.CivAtkMin.Sea2 Sunken coastal cities discovered due to abnormal sea levels. Events.CivAtkMin.Sea3 Unconfirmed reports of massive marine creatures destroying shipping. Signals from %1% ships lost. Events.CivAtkMin.Sea4 Merchant vessel %3% returns to port with it's hull inexplicably holed. Events.CivAtkMin.Sea5 Fishing fleet attacked by alien craft. %1% trawlers sunk, %2% men reported lost at sea. Events.CivAtkMin.Sea6 Offshore rig %3% strafed by alien craft. Severe damage reported, %2% workers lost. Events.CivAtkMin.Sea7 Military vessel %3% reports attack by alien craft; %2% casualties. Events.CivAtkMin.Sea8 Reticulan cultist vessel sunk attempting to reach uncharted "alien island". %2% cultists killed in raid. Events.CivAtkMin.Sea9 Strange organic matter covering several nautical miles discovered; shipping impeded. Events.CivAtkMin.Sea10 Distorted mirages and otherworldly images are seen in the skies. Events.Airliner.Sea1 Spherical lights intercept Airliner %1%-%2%. Ball Lightning blamed. Events.Airliner.Sea2 Unexplained lights sighted around aircraft carrier. Scambled fighters unable to close for combat. Events.Airliner.Sea3 Midair collision narrowly averted by airliner %1%-%2% Events.Airliner.Sea4 Airliner %1%-%2% shot down; %3% fatalities. Events.Airliner.Sea5 Marine patrol aircraft destroyed by alien activity, %3% serviceman reported lost. Events.Airliner.Sea6 Coastguard helicopter shot down by alien forces, %3% personnel killed. Events.CivAtkMaj.Sea1 Coastal town converts to a new sea based religion, citing lapsed morality for the alien attacks. Marines restore order. Events.CivAtkMaj.Sea2 Merchant Vessel SS %2% sunk by alien bombing; %1% lost at sea. Events.CivAtkMaj.Sea3 Passenger ferry SS %2% sunk by alien bombing; %1% reported drowned. Events.CivAtkMaj.Sea4 Cruise liner SS %2% sunk by alien bombing; %1% lost at sea. Events.CivAtkMaj.Sea5 Increased underwater alien activity leads many to suspect submarine alien operations may exist. Events.CivAtkMaj.Sea6 Oil tanker SS %2% sunk by alien bombing; %1% dead. Events.CivAtkMaj.Sea7 Offshore rig %2% destroyed by alien bombing run; %1% killed. Events.MilAtkMaj.Sea1 Frigate %1% sunk during advanced anti alien weapons testing. Events.MilAtkMaj.Sea2 Warship %1% sunk with all hands by alien bombing; %2% servicemen lost. Events.MilAtkMaj.Sea3 Aircraft carrier %1% and escorts bombed by alien craft; %2% personnel killed. Events.MilAtkMaj.Sea4 Nuclear submarine %1% lost in alien attack. All %2% hands lost. Short Event names Events.Short.Abduction.Land1 %1%.%2% - Crop Circles Events.Short.Abduction.Land2 %1%.%2% - Electrical Interference Events.Short.Abduction.Land3 %1%.%2% - Communications Disruption Events.Short.Abduction.Land4 %1%.%2% - Radar Sighting Events.Short.Abduction.Land5 %1%.%2% - Missing Livestock Events.Short.Abduction.Land6 %1%.%2% - Strange Lights Events.Short.Abduction.Land7 %1%.%2% - Abduction Events.Short.Abduction.Land8 %1%.%2% - BSWs Events.Short.Abduction.Land9 %1%.%2% - MIBs Events.Short.Abduction.Land10 %1%.%2% - Livestock Mutilation Events.Short.Abduction.Land11 %1%.%2% - UFO Sighting Events.Short.Abduction.Land12 %1%.%2% - Abductee Events.Short.Abduction.Land13 %1%.%2% - Alien Implants Events.Short.Abduction.Land14 %1%.%2% - Hybrid Experiments Events.Short.Abduction.Land15 %1%.%2% - UFO Sighting Events.Short.Abduction.Land16 %1%.%2% - Hybrid Experiments Events.Short.Abduction.Land17 %1%.%2% - Alien Conflict Events.Short.Abduction.Land18 %1%.%2% - Alien Accord Events.Short.Abduction.Land19 %1%.%2% - Lab Explosion Events.Short.Airliner.Land1 %1%.%2% - Foo Fighters Events.Short.Airliner.Land2 %1%.%2% - UFO Sighting Events.Short.Airliner.Land3 %1%.%2% - Military Aircraft Disappear Events.Short.Airliner.Land4 %1%.%2% - Military Aircraft Destroyed Events.Short.Airliner.Land5 %1%.%2% - Airliner Destroyed Events.Short.Airliner.Land6 %1%.%2% - Military Aircraft Destroyed Events.Short.Airliner.Land7 %1%.%2% - Military Aircraft Destroyed Events.Short.CivAtkMin.Land1 %1%.%2% - Morality questioned Events.Short.CivAtkMin.Land2 %1%.%2% - Forest Fire Events.Short.CivAtkMin.Land3 %1%.%2% - Black Rain Events.Short.CivAtkMin.Land4 %1%.%2% - Lake Sightings Events.Short.CivAtkMin.Land5 %1%.%2% - Cryptoids Events.Short.CivAtkMin.Land6 %1%.%2% - SHC Events.Short.CivAtkMin.Land7 %1%.%2% - Highway Strafed Events.Short.CivAtkMin.Land8 %1%.%2% - Poltergeist Events.Short.CivAtkMin.Land9 %1%.%2% - Red Rain Events.Short.CivAtkMin.Land10 %1%.%2% - Ancient Astronauts Events.Short.CivAtkMin.Land11 %1%.%2% - Park Strafed Events.Short.CivAtkMin.Land12 %1%.%2% - Mall Strafed Events.Short.CivAtkMin.Land13 %1%.%2% - Town Strafed Events.Short.CivAtkMin.Land14 %1%.%2% - School Strafed Events.Short.CivAtkMin.Land15 %1%.%2% - Train Strafed Events.Short.CivAtkMin.Land16 %1%.%2% - Airport Strafed Events.Short.CivAtkMin.Land17 %1%.%2% - Strange Skies Events.Short.CivAtkMin.Land18 %1%.%2% - Dreams Events.Short.CivAtkMin.Land19 %1%.%2% - Cult Siege Events.Short.CivAtkMaj.Land1 %1%.%2% - Labour Crisis Events.Short.CivAtkMaj.Land2 %1%.%2% - Police Station Bombed Events.Short.CivAtkMaj.Land3 %1%.%2% - Riots Events.Short.CivAtkMaj.Land4 %1%.%2% - Assassination Events.Short.CivAtkMaj.Land5 %1%.%2% - Hospital Bombed Events.Short.CivAtkMaj.Land6 %1%.%2% - Bridge Destroyed Events.Short.CivAtkMaj.Land7 %1%.%2% - Storm Damage Events.Short.CivAtkMaj.Land8 %1%.%2% - Coup Attempt Events.Short.CivAtkMaj.Land9 %1%.%2% - Gas Terminal Bombed Events.Short.CivAtkMin.Land10 %1%.%2% - Forest Fire Events.Short.CivAtkMaj.Land11 %1%.%2% - Oil Refinery Bombed Events.Short.CivAtkMaj.Land12 %1%.%2% - Dam Destroyed Events.Short.CivAtkMaj.Land13 %1%.%2% - Dam Destroyed Events.Short.CivAtkMaj.Land14 %1%.%2% - Power Station Destroyed Events.Short.CivAtkMaj.Land15 %1%.%2% - Meltdown Averted Events.Short.MilAtkMaj.Land1 %1%.%2% - Religious Leader Speaks Events.Short.MilAtkMaj.Land2 %1%.%2% - Radar Station Destroyed Events.Short.MilAtkMaj.Land3 %1%.%2% - Satellite Comms lost Events.Short.MilAtkMaj.Land4 %1%.%2% - Civil War fears Events.Short.MilAtkMaj.Land5 %1%.%2% - Military Airbase Bombed Events.Short.MilAtkMaj.Land6 %1%.%2% - Munitions Depot Bombed Events.Short.MilAtkMaj.Land7 %1%.%2% - Border escalation Events.Short.MilAtkMaj.Land8 %1%.%2% - False Flag Events.Short.MilAtkMaj.Land9 %1%.%2% - Military Base Bombed Events.Short.MilAtkMaj.Land10 %1%.%2% - War Declared Events.Short.MilAtkMaj.Land11 %1%.%2% - Command Centre Bombed Events.Short.MilAtkMaj.Land12 %1%.%2% - Nuclear exchange Events.Short.MilAtkMaj.Land13 %1%.%2% - Foo Fighters Events.Short.Abduction.Sea1 %1%.%2% - UFO Sighting Events.Short.Abduction.Sea2 %1%.%2% - Abduction Events.Short.Abduction.Sea3 %1%.%2% - Aurora Events.Short.Abduction.Sea4 %1%.%2% - Communications Disruption Events.Short.Abduction.Sea5 %1%.%2% - Sonar Sighting Events.Short.Abduction.Sea6 %1%.%2% - UFO Sighting Events.Short.Abduction.Sea7 %1%.%2% - Tidal Disruption Events.Short.Abduction.Sea8 %1%.%2% - Abductee Events.Short.Abduction.Sea9 %1%.%2% - Freak Storm Events.Short.CivAtkMin.Sea1 %1%.%2% - Dead Zone Events.Short.CivAtkMin.Sea2 %1%.%2% - Ancient Cities Events.Short.CivAtkMin.Sea3 %1%.%2% - Monsters of the Deep Events.Short.CivAtkMin.Sea4 %1%.%2% - Ship crippled Events.Short.CivAtkMin.Sea5 %1%.%2% - Fishing Fleet Strafed Events.Short.CivAtkMin.Sea6 %1%.%2% - Oil Rig Strafed Events.Short.CivAtkMin.Sea7 %1%.%2% - Warship Strafed Events.Short.CivAtkMin.Sea8 %1%.%2% - Cultists Sunk Events.Short.CivAtkMin.Sea9 %1%.%2% - Marine Blob Events.Short.CivAtkMin.Sea10 %1%.%2% - Strange Skies Events.Short.Airliner.Sea1 %1%.%2% - Foo Fighters Events.Short.Airliner.Sea2 %1%.%2% - Strange Lights Events.Short.Airliner.Sea3 %1%.%2% - Near Miss Events.Short.Airliner.Sea4 %1%.%2% - Airliner Destroyed Events.Short.Airliner.Sea5 %1%.%2% - Military Aircraft Destroyed Events.Short.Airliner.Sea6 %1%.%2% - Military Aircraft Destroyed Events.Short.CivAtkMaj.Sea1 %1%.%2% - Esoteric Cult Quashed Events.Short.CivAtkMaj.Sea2 %1%.%2% - Merchant Vessel Sunk Events.Short.CivAtkMaj.Sea3 %1%.%2% - Ferry Sunk Events.Short.CivAtkMaj.Sea4 %1%.%2% - Cruise Liner Sunk Events.Short.CivAtkMaj.Sea4 %1%.%2% - Cruise Liner Sunk Events.Short.CivAtkMaj.Sea5 %1%.%2% - Oil Tanker Sunk Events.Short.CivAtkMaj.Sea6 %1%.%2% - Oil Rig Destroyed Events.Short.MilAtkMaj.Sea1 %1%.%2% - Naval Experiments Events.Short.MilAtkMaj.Sea2 %1%.%2% - Warship Sunk Events.Short.MilAtkMaj.Sea3 %1%.%2% - Carrier Group Bombed Events.Short.MilAtkMaj.Sea4 %1%.%2% - Submarine Sunk Edited July 29, 2012 by thothkins Quote Link to comment Share on other sites More sharing options...
Gorlom Posted July 28, 2012 Share Posted July 28, 2012 Events.Short.MilAtkMaj.Sea1 %1%.%2% - Naval Experiments Heh, I read that as "narval" experiments (Swedish for narwhale) Quote Link to comment Share on other sites More sharing options...
thothkins Posted July 29, 2012 Author Share Posted July 29, 2012 (edited) no, you're right. My spelling is off. It should have been top secret experiments on narwhales:) just like the experiments on dolphins...what were they thinking? Leave 'em alone! Edited July 29, 2012 by thothkins Quote Link to comment Share on other sites More sharing options...
Name Posted July 29, 2012 Share Posted July 29, 2012 Well what is wrong with fluff it just makes the game more huggable! Quote Link to comment Share on other sites More sharing options...
thothkins Posted July 29, 2012 Author Share Posted July 29, 2012 a superb point Name! well said. It's what we all want deep down. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted August 6, 2012 Share Posted August 6, 2012 Events.Airliner.Land4 Military fighter reprted to have been "absorbed" by formation of lights. %3% personnel lost.Events.Airliner.Sea2 Unexplained lights sighted around aircraft carrier. Scambled fighters unable to close for combat. Events.MilAtkMaj.Sea4 Nuclear submarine %1% lost in alien attack. All %2% hands lost. Events.CivAtkMaj.Sea6 Oil tanker SS %2% sunk by alien bombing; %1% dead. First two have typos. Last two are just as examples, what are %1%, %2%, and %3% linked to as they seem to swap places in a few of the things you posted above? I thought %1% was a city name, %2% was a country name and %3% was a random number but haven't really looked into it. If that is right then those last two examples could read: Nuclear submarine Ohio lost in alien attack. All Africa hands lost. Oil tanker SS Malaysia sunk by alien bombing; Liverpool dead. Does that explain my confusion? Quote Link to comment Share on other sites More sharing options...
Swe_Racoon Posted August 6, 2012 Share Posted August 6, 2012 It's simple, only the African hands were lost when the Ohio was lost, and Liverpool rolled over and died when they heard the Malaysia had been sunk Quote Link to comment Share on other sites More sharing options...
thothkins Posted August 6, 2012 Author Share Posted August 6, 2012 thanks for looking Gauddlike. I ran spell checking when I added the next lot on for v13 The numbers should move about as they mean different things to different types of event. As I understand it:- [table=width: 500, class: grid] [tr] [td]Event Type[/td] [td]1[/td] [td]2[/td] [td]3[/td] [td]4[/td] [/tr] [tr] [td]Events.Abduction.Land1[/td] [td]City Name[/td] [td]Country Name[/td] [td]Number killed[/td] [td]number abducted[/td] [/tr] [tr] [td]Events.Airliner.Land1[/td] [td]airliner no[/td] [td]airliner no[/td] [td]Number killed[/td] [td]_[/td] [/tr] [tr] [td]Events.CivAtkMin.Land1[/td] [td]City Name[/td] [td]Country Name[/td] [td]Number killed[/td] [td]Number Missing[/td] [/tr] [tr] [td]Events.CivAtkMaj.Land1[/td] [td]City Name[/td] [td]Country Name[/td] [td]Number killed[/td] [td]type of station[/td] [/tr] [tr] [td]Events.MilAtkMaj.Land1[/td] [td]City Name[/td] [td]Country Name[/td] [td]Number Killed[/td] [td]vehicles/craft lost[/td] [/tr] [tr] [td]Events.Abduction.Sea1[/td] [td]Ship Type[/td] [td]Number abducted[/td] [td]_[/td] [td]_[/td] [/tr] [tr] [td]Events.CivAtkMin.Sea1[/td] [td]Number of Ships[/td] [td]Number lost at sea[/td] [td]ship name[/td] [td]_[/td] [/tr] [tr] [td]Events.Airliner.Sea1[/td] [td]airliner no[/td] [td]airliner no[/td] [td]Number killed[/td] [td]_[/td] [/tr] [tr] [td]Events.CivAtkMaj.Sea1[/td] [td]Number lost at sea[/td] [td]Ship name[/td] [td]_[/td] [td]_[/td] [/tr] [tr] [td]Events.MilAtkMaj.Sea1[/td] [td]Ship Name[/td] [td]Number lost at sea[/td] [td]_[/td] [td]_[/td] [/tr] [/table] What I'd like to know more about is the triggering of them. Could you operate Events as sort of Phantom UFOs? For example. below ticker value 500 there's X chance of a light scout occurring. If it happens a UFO appears. So, say there's Y chance of a minor civilian event happening below ticker 500. Could you have an event appear instead of a UFO (essentially setting up an event like the UFO files in the game)? Or, as stated below can you have more than minor and major event categories and beyond those listed such as mil and civ? If any of this is possible, then you have a fairly simple but effective way of giving a feeling of cold war escalation throughout the game. Oh, and ideas on additional events would be useful, as I've just scratched he surface. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted August 6, 2012 Share Posted August 6, 2012 Been busy for a while, barely been on the forum since it went south. Thanks for the info, makes a lot more sense now. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted August 6, 2012 Share Posted August 6, 2012 (edited) Looking at gameconfig.xml, scrolling down to the "alien invasion" section of it, events seem to be triggered by mission type, rather than ticker. Let's see... Research missions have a 2.5% chance of generating an abduction event each game hour. Ground attack missions have a 5% chance of generating a minor ground attack event each game hour. Bombing run missions have a 5% chance of generating a major ground attack event each game hour. Air superiority missions have a 5% chance of generating an airliner attack event each game hour. The eventchance XML tag is aligned to a particular mission type, not a UFO type (e.g. you have <researchAbductionEventChance> not <AbductionEventChance>), but mission types are predicated by UFOs. Unfortunately, you couldn't make an invisible, indestructable UFO which could spawn all sorts of events. The only way around it I can see at the moment would be to have a separate set of XML tags which are not aligned to mission types. Gauddlike, any thoughts? Edited August 6, 2012 by Max_Caine changed last paragraph a bit Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted August 6, 2012 Share Posted August 6, 2012 (edited) Might be worth looking at the UFO types. I don't know what you can alter on them. If the detection chance can be changed then you could add a new UFO type that is completely undetectable, can't generate missions but can be used to seed events. Might not be possible though. Doesn't need to be indestructible, it is purely detection chance I would be interested in For example at certain ticker levels you have a new mission generate with 100% chance of picking your stealth UFO and give it a high chance to generate whatever specific event you are trying to get onto the map. Edited August 6, 2012 by Gauddlike Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted August 6, 2012 Share Posted August 6, 2012 Actually it doesn't matter what the ship is or if it can be seen. If you have a specific event you want to show at a certain ticker level you just have an appropriate level ship appear with a 100% chance of seeding that specific event. Don't know how you would make sure that event only generated once, rather than once per hour though, not really looked in depth into the events system. Quote Link to comment Share on other sites More sharing options...
thothkins Posted August 6, 2012 Author Share Posted August 6, 2012 Thanks for the above. Very useful for some further pondering... Quote Link to comment Share on other sites More sharing options...
gnarly Posted August 14, 2012 Share Posted August 14, 2012 Before I raise it as a suggestion, is it just me, or do the 'random' global events on the Geoscape disappear too fast when you are using either of the very fast speed sliders? I was thinking that something implemented for such events in the iOS game PlagueInc (which rocks!) would be nice. the event pop-up message in that instance stays visible for a real-world fixed time frame (e.g. 30 seconds) rather than I'm guessing a time frame based on which in-game speed control you are using in the Geoscape. Or at least a retrievable chronological log of events (knowing my luck, its there already, but I haven't worked out how!) Quote Link to comment Share on other sites More sharing options...
Gorlom Posted August 14, 2012 Share Posted August 14, 2012 I think something along those lines is already planned in the coming UI revamp. Quote Link to comment Share on other sites More sharing options...
dusty attenborough Posted September 2, 2013 Share Posted September 2, 2013 This looks great, but I don't have Microsoft Office. Could you post the pure text (<Row ss:AutoFit, etc) so I could paste it in with Notepad++ or something? Quote Link to comment Share on other sites More sharing options...
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