Events.txt (SEIV)
From SEWiki
Events are defined in Events.txt. There isn't much to them.
Event Properties
All the possible types of events are:
Replacement Symbols used for Messages: [%SystemName] - Target System Name [%SectorName] - Target Sector Name (Number) [%SourceEmperorName] - Source Emperor's Name (includes Title) [%SourceEmpireName] - Source Empire Name (includes Empire Type) [%VehicleName] - Vehicle Name [%VehicleSize] - Vehicle Size [%PlanetName] - Planet Name [%DesignName] - Design Name [%TechName] - Tech Area Name [%TreatyName] - Political Treaty [%FacilityName] - Facility Name [%StarName] - Star Name [%WarpPointName] - Warp Point Name [%ActualAmount] - Actual Effect Amount (Can't be used for Start Message)
This notation (also used in some AI files) can be used for customized event messages.
Type := Ship - Damage
The event types are as follows:
| Type | Description |
|---|---|
| Ship - Damage | This cause Effect Amount points of damage to a ship. It bypasses shielding. |
| Ship - Lose Movement | Effect Amount movement points will be lost for one turn for the affected ship. If a ship in a fleet is hit, the entire fleet will be slowed down effectively (the other ships will not lose any movement points, but fleets move at the speed of the slowest ship). |
| Ship - Lose Supply | The affected ship will lose Effect Amount supplies. |
| Ship - Experience Change, | The ship's experience level will change by Effect Amount. |
| Ship - Cargo Damage | Effect Amount damage will be done to the cargo aboard the affected ship. |
| Ship - Moved | The affected ship will be moved to a random sector of a random system in the galaxy. Effect Amount is meaningless for this ability. |
| Planet - Conditions Change | The conditions of the affected planet will change by Effect Amount points. Basically, conditions are stored as a decimal ranging from 0.00 to 1.50. This ability seems to drop the conditions value by Effect Amount / 10 points. So, with an Amount of 10, the conditions get dropped by 1.00 points. |
| Planet - Value Change | The value of the affected planet will be changed by Effect Amount percent (added or subtracted, not multiplied). |
| Planet - Population Change | The target planet's population will be changed by Effect Amount M people. |
| Planet - Population Anger Change, | The anger of the target planet will be altered by Effect Amount points. Positive makes them more angry, negative less angry (more happy). |
| Planet - Population Riot | The target planet's anger will be maximized, causing an instant riot. Effect Amount has no effect. |
| Planet - Population Rebel | The planet will rebel, either forming a new empire (for event or intel project), or (only for an intel project) will join the empire that performed the project. |
| Planet - Cargo Damage | Effect Amount damage will be done to the cargo stored on a planet. |
| Planet - Facility Damage | Effect Amount facilities on the planet will be destroyed. |
| Points - Change | Effect Amount resources (of each type, minerals, organics and radioactives) will be removed or added to the target empire's storage. |
| Research - Delete Project | A research project will be deleted from the research queue, losing all points invested in it. |
| Intel - Delete Project | An intelligence project will be deleted from the intelligence queue, losing all points invested in it. |
| Planet - Created | A planet will be created in a random sector in the galaxy. Effect Amount has no effect. |
| Planet - Destroyed | A random planet will be destroyed in a random system in the galaxy. Effect Amount has no effect. |
| Star - Created | A star will be created in a random system in the galaxy, presumably in a system without any stars. Effect Amount has no effect. |
| Star - Destroyed | A star will be destroyed in a random system in the galaxy. Effect Amount has no effect. |
| Warp Point - Closed | A warp point will be closed in a random system in the galaxy. Effect Amount has no effect. |
| Warp Point - Opened | A warp point will be opened in a random system in the galaxy. Effect Amount has no effect. |
| Planet - Plague | A level Effect Amount plague will be created on a random inhabited planet in the galaxy. You can not change the effects of the plagues, just use a hard-coded level 1-5 plague. |
| Planet - Plague Cured | A plague of up to level Effect Amount will be cured on a random planet. Only planets that actually have a plague will be selected by a random event of this type. |
Severity := Low
This limits what types of events can occur in a game. The possible severities are Low, Medium, High, Catastrophic. At game start, the host can select one of these options for event severity. No events of a higher severity than the option selected can occur in the game. For example, if the severity is set to Medium, no High or Catastrophic events can occur.
Effect Amount := 50
What this does is dependant upon the type of event. For example, for a Planet - Population Change event, this determines by how much the population changes. For a Planet - Plague event, it determines the level of plague that affects the target planet (max level 5).
Message To := Owner
This determines who receives notification when an event occurs. It can be set to None, Owner, Sector, System, All. None means no-one will receive notification. Owner means that only the owner of the affected object will be notified. Sector means that all empires present in the sector where the targeted object is located will be notified. System means that all empires present in the system where the targeted object is located will be notified. All means that all empires, regardless of their location, will be notified of the occurrence of the event.
Num Messages := 1
This tells SE4 how many messages to display when the effects of the event happen. It is used when the body of the message is too long to display in one screen.
Message Title 1 := Ion Storm Message 1 := An ion storm has damaged ship [%VehicleName] in the [%SystemName] system. Picture := ShipDamaged
These fields determine the title of the message given when the effects of the event occur (not when it is first called for), the body of said message, and the image displayed next to that message.
Time Till Completion := 0
This is the delay (in turns) between when the event is called for, and when it's effects actually happen. After the Time Till Completion occurs, the effects of the event happen, and the Message is displayed.
Num Start Messages := 0
This message, if any, is displayed when an event is first called for.
